2nd Edition FAQ (Sage Advice From The Dragon Magazine)
2nd Edition FAQ (Sage Advice From The Dragon Magazine)
2nd Edition FAQ (Sage Advice From The Dragon Magazine)
Priests
Q. Can halflings become clerics? Also, where are the advancement limits for demihuman
characters?
A. Yes, halflings can become clerics. See the upcoming 2nd Edition Dungeon Master's Guide
(page 15) for advancement limits for halfling clerics and other demihuman characters.
Q. How do you determine how many square feet of faerie fire is required to cover a creature?
A. Just assume the caster can cover one man-size creature per level. Assume small creatures
equal one-half a man, and large creatures equal one-and-a-half men.
Q. How long does a produce flame spell last? How many flames can the caster hurl?
A. Produce flame lasts one round per caster level. The caster can throw a maximum of one
flame per level, but no more than one flame per round.
Rogues
Q. Can a thief character take the mountaineering proficiency and improve his climbing
chance?
A. Yes, but the character's climbing chance cannot be made better than 95%.
Q. What penalties does a bard suffer by using thief abilities when wearing normal chain mail?
A. Use the Elven Chain column in Table 29 but add another -5% to the column's values.
Q. Are multiclassed bards allowed? The text on page 45 mentions multiclassed bards, but the
chart on page 44 does not.
Warriors
Q. According to page 13, any warrior with a strength score of 16 or more gets a 10% bonus to
experience. But later on, in the descriptions of the paladin and ranger, the rules say that
members of these classes must have other high ability scores to get the bonus. Which is
correct? Can a fighter specialize with more than one weapon?
A. No, but he can "save" additional slots as he earns them and specialize with a weapon later
in his career if he doesn't fill those slots at the start.
A. Yes; all warrior characters are entitled to exceptional strength rolls if they have strength
scores of 18.
A. The text on page 13 is a misprint. Fighters get the 10% for a strength score of 16 or better;
paladins and rangers must have additional high ability scores.
Q. Does armour interfere with the new ranger's animal empathy ability? What is that ability's
range? Why don't druids have this ability?
A. A ranger can wear any type of armour and still use animal empathy. The ranger must be
close enough to the animal to attract the animals undivided attention (about 10 yards in a
wilderness setting, less, if the setting is something like a crowded marketplace that provides
distractions). Individual DMs may give druids animal empathy if they wish. The rules don't
give the druid this ability because a druids focus is on nature as a whole, not just on animals.
Q. Isn't the new ranger too limited in spells? Can a ranger pick more than one type of creature
for an enemy?
A. The ranger's two spheres give him plenty of spells. However, individual DMs might want
to add a sphere or two; one campaign I am familiar with allows rangers to use healing spells.
The DM has to decide what constitutes a valid enemy. Since the rules mention giants, it is
probably acceptable to choose a class of creatures. Thus, a ranger from the FORGOTTEN
REALMS setting might be allowed to choose the goblin races (see Cyclopedia of the Realms,
page 46) as an enemy. A ranger can never choose two or more entirely different creatures as
enemies.
Q. Can rangers wear elven chain mail and still use the special abilities described on page 28?
A. Elven chain mail interferes with a ranger 's special abilities; refer to Table 29 (page 39) for
a list of penalties. Elven chain mail also negates the ranger's ability to use two weapons
without penalty.
Q. Does the ranger's + 4 attack bonus vs. a specific type of adversary apply to both attack and
damage rolls?
A. As clearly stated on page 44, there are no restrictions on the class combinations allowed to
dual-classed characters, provided that alignment restrictions are respected. Most DMs,
however, do not allow characters to combine subclasses (e.g. no bard/thieves, paladin/rangers,
etc.).
Wizards
Q. With the large increase in the number of wizard spells, why wasn't there an increase in the
minimum and maximum number of spells a wizard can learn? A wizard with an 18
intelligence can learn a maximum of 18 spells a level; that's less than half the number of first
level spells!
A. The AD&D® game is one of choices. The additional spells are intended to create a
greater variety of mage characters, not more powerful mages.
Q. Table 22 (page 31) shows the minimum ability scores required for specialist wizards. What
is the minimum intelligence score required for a specialist wizard?
A. Specialist wizards must have an intelligence score of at least 9, just like a normal wizard.
A. It isn't needed any more. The primary function of the write spell was to allow a mage to
add a spell to his books after he had failed his "chance to know" roll for that spell. In the 2nd
Edition game, a mage can attempt a new "chance to know" roll each time he gains a new
level. (See "Spelling It Out", in DRAGON #147, for more information.)
A. There is none. The "M" in the components' line is. a typographical error.
Q. Several spells are missing from Appendix 5.
A. Here are the schools for the omitted spells (at least the ones I know about): irritation
deafness, fabricate and slow are alteration spells (fabricate is also an enchantment); Melf's
minute meteors, evocation and alteration; locate object and know alignment, divination; geas,
enchantment/charm.
A. Yes. The limit is 10d6 + 10 hp damage. Does casting the first version of a flame arrow
spell break invisibility? No, because this is not an attack.
Q. In Table 22 (page 31), the races allowed entry for diviners is "any." Does this mean that a
character of any PC race can be a diviner?
No. Only races eligible for the mage class (humans, elves, and half elves) can become
diviners.
A. Cantrips are still in the game. Just use the first-level cantrip spell. If you need help figuring
out what kind of cantrips to cast, use your copy of Unearthed Arcana as a guide. Actually,
things are better now for cantrip-using mages because they no longer need to waste spell book
space on cantrips, and they are no longer limited to the few cantrips in their books.
Q. Since mages start the game with the ability to read spell books and to write in them, do
they also have the ability to read and write their native languages?
A. No. Magic is written in a special language. Since mages start the game with the ability to
read spell books and to write in them, do they also have the ability to read and write their
native languages?
Q. The new rules mention the possibility of fireballs detonating early and lightning bolts
rebounding because of hitting an obstruction. My group and I thought these spells always hit,
just as a magic missile spell does. If these spell do not always hit, how does the mage hit his
opponent?
The spells do always hit, after a fashion. In the case of a fireball, the missile bursts at the
designated range unless it strikes an object before it gets there. Since the missile flies in a
straight line between the caster and the target, it can be blocked by invisible barriers (such as
walls of force) or by a bend in a passage obscured by an illusion or mirror.
A lightning bolt is similar to a fireball in that the spell begins at a designated height and range,
extending directly away from the caster. A lightning bolt is always either 40' or 80' long, and
the caster must decide which when he casts the spell. If caster miscalculates and casts this
spell into an area too small to contain it, the lightning bolt grows to its full length (as
measured from the point where it strikes a barrier), heading back at the caster unless it
smashes through the barrier (see page 151). Some readers have misread the example on page
151; lightning bolts do not bend or fold over when hitting a barrier.
The 80' bolt in the example starts 40' away from the caster, travels 10', and strikes a barrier;
the bolt must maintain its full length, however, so the opposite end of the bolt (starting from
the point of origin) instantly grows out in the direction toward the spell-caster, extending 70'
from its point of origin. Thus, the bolt's final length is 80'. A victim caught between the point
of origin and the wall behind him is not struck twice by the bolt. The use of the word
"rebound" in the spell's description seems to be the confusing element.
Q. The text under the new identify spell says a fully charged ring of three wishes radiates only
faint magic. Is this an error?
A. There is no error in the spell's description, but you have made an erroneous statement. The
identify spell does not detect magic or its strength; it reveals an item's functions and charges.
A ring of three wishes has only three charges, so it is faintly charged. Smart wizards use a
detect magic spell, which can determine magical strength and type, before casting identify.
Dragon #149 wrote:
Weapons & Combat
Q. Does a character need to spend two proficiencies in bastard sword use, one for one-handed
use and one for two-handed use?
A. This is up to the DM, but I suggest that two slots be required. One campaign I am familiar
with allows characters with long sword or two-handed sword proficiency to use the bastard
sword in its corresponding mode (in other words, a character who can use a long sword can
use a bastard sword one-handed without penalty).
Q. How can a sling bullet do the same damage as a heavy crossbow and more damage than a
light or hand crossbow? Why would anyone bother with a crossbow when a sling has a better
rate of fire, the same or better damage, a lower cost, and a lower weight?
A. Slings are very effective weapons and are often underrated. The bullets are heavy, have
excellent aerodynamic qualities, and are hurled with a great deal of force. Why doesn't
everybody use a sling? Well, try to swing a sling underwater, while hiding in dense
undergrowth, or from around a corner. Also, bow and crossbow specialists get a point-blank
range category and the ability to fire before the initiative roll in some cases.
Q. The new rules (on page 106) say a character must make a system shock roll to be raised
from the dead. If so, what are resurrection survival scores used for?
A. This is a typographical error. System shock rolls are made when characters are exposed to
magical ageing, polymorphing, or petrification. Resurrection survival rolls are used when
bringing slain characters to life again.
A. Any character can cut and trim his own staff. Prepared staves cost 1 sp each.
Q. Can characters use missile weapons when fighting toe-to-toe with an opponent?
A. Characters cannot aim and fire bows, use slings, or hurl hand-held weapons while in
melee. Loaded and cocked crossbows can be fired in melee but cannot be reloaded. Since
light and heavy crossbows are too large to be very handy, the DM might rule that they can be
fired only when the user has initiative.
Q. How much damage does an arrow fired from a short bow do? Can flight or sheaf arrows be
fired from short bows?
A. Short bow arrows do 1-6 hp damage to targets of all sizes. No matter what sort of arrow is
fired from a short bow, it does damage as a flight arrow (1d6/1d6).
Q. The charging rules say that a spear set versus a charge does double damage, but this in not
mentioned in the equipment list.
A. Any weapon that can be set versus a charge does double damage when so employed.
A. This is up to the DM, but I suggest not. If you do allow fighting withdrawals, the character
making the withdrawal should get an attack only if there is an opponent following him. Even
then, the character should attack last and with a -2 penalty to his attack roll.
Q. The rules mention nets, lassos, and mauls as possible weapons for clerics (page 34), but
these weapons do not appear in the weapons charts (pages 68-69).
A. A maul is a war hammer; see the Weapons Table on pages 68-69. Lassos and nets are not
part of the 2nd Edition game and were mentioned in error. However, a typical war net is made
from woven hemp cords and has small lead weights sewn into the edges. It is 5' across,
weighs 6 lbs., and costs 12 sp. It takes two hands and 6' of clear space to throw a net, and the
effective range is 30'. Any target hit by the net must save versus breath weapon or become
entangled. Entangled victims cannot fight or move, and defend at -2. Entangled victims
wriggle free if they make a successful wrestling attack versus AC 2; they can make one
attempt to get free each round. When used as a melee weapon, treat a net as a scourge. A lasso
is simply a rope with an adjustable loop. A successful hit with a lasso puts the loop around
part of the target creature's body, but this does not necessarily immobilize the creature; the
DM has to decide where the loop is (around the neck, a limb, the upper body, etc.) and assess
the appropriate penalty. Since the lasso's wielder can pull the loop tight, the only way to
escape, short of killing the wielder or getting the rope away from him, is to cut or break the
rope.
Q. A broad sword is mentioned as a thief's weapon (page 38), but the broad sword is not
described.
A. Use these statistics for that weapon: cost 10 gp; weight 4 lbs.; size M; type S; speed factor
5; damage 2d4 (S-M)/1d6 + 1 (L).
Q. What is the rate of fire for a high level fighter using an arquebus?
A. The rate of fire for any missile weapon stays the same for all users regardless of level,
except for specialized users (see Table 35, page 52).
Q. How can a character become proficient with an arquebus? Wouldn't this require a large or
even unlimited supply of powder and shot? If the character chooses to specialize, what would
the rate of fire be?
A. This is up to the DM, but your suggestion regarding gunpowder supplies sounds
reasonable because the character would have to practice with the weapon. Arquebus
specialists rates of fire are: 1st-6th level, 1/3; 7th-12th level, 1/2; 13th level and up, 1/1.
A. No; two-weapon attacks are limited to one medium and one small weapon, or to two small
weapons.
Q. Can a fighter who is specialized with two weapons use them both at the same time and get
the damage bonus and multiple attacks for each hand? Does a fighter get a strength bonus for
each hand?
A. Fighters can specialize with only one weapon. Any character attacking with two weapons
gets one, and only one, extra attack per round; the character gets the full number of attacks for
the primary weapon and one attack from the secondary weapon. The DM can allow strength
bonuses for each hand, but I do not recommend it. Limit strength bonuses to one weapon or
the other, or allow the character to split the bonus between weapons.
A. Light quarrels and short swords are small weapons. To preserve game balance, you might
want to disallow the use of short swords as secondary weapons in two-handed attacks.
A. Space required for melee weapons can be inferred from their sizes and types. Bludgeoning
or slashing weapons generally require as much clear space for use as their lengths. Piercing
weapons and most missile weapons generally require 1' of clear space.
Q. Why can't blunt melee weapons be used in non-lethal combat? It seems to me that a
weapon like a mace would be better for knocking out a creature than a sword would be.
A. As explained on page 98, a mace has no “flat” side that can be used at less than full
effect. Still, since using a weapon in non-lethal combat carries a -4 attack roll penalty, you
could assume that the mace wielder could "pull the blow" and inflict reduced, temporary
damage.
Miscellaneous
Q. On page 101, the section on saving-throw priority says Table 60 is set up in order of
priority. But the example given contradicts this.
A. The new system is close enough to the old one so that you need not convert treasures or
prices. (Prices in the 2nd Edition game tend to be higher, but this reflects adjustments in the
relative values of some items, not a decline in the value of currency.) The only real difference
is that silver and copper pieces have doubled in value with respect to gold (compare page 35
of the 1st Edition Players Handbook with page 66 of the 2nd Edition Player’s Handbook). If
you are a stickler, cut the number of copper and silver coins in any 1st Edition module's horde
by half to reflect the new values of those coins.
Q. When setting prices for items not listed in the 2nd Edition game, what is the conversion
rate between U.S. dollars and gold pieces?
A. An AD&D game gold piece is worth approximately $20 when comparing buying power.
Note that if a group of AD&D game adventurers found themselves in a modern setting, their
gold pieces would be next to worthless as legal tender, but very valuable for their gold
content.
A. No; only the classes listed on page 44 can be used in multi-classed combinations.
A. Yes; any constitution loss strips bonus hit points gained from the lost points. Temporary
constitution losses thus produce temporary hit-point losses.
Q. Do drow and deep gnome PCs still have the abilities attributed to them in Unearthed
Arcana?
A. All subraces in the 2nd Edition game are treated just like members of the appropriate main
race. However, individual DMs are free to retain Unearthed Arcana attributes for drow and
deep gnomes.
A. Halflings, dwarves, and gnomes are small creatures. Humans, half-elves, and elves are
medium (man-size) creatures.
Q. What good is the healing proficiency if a character can regain the hit points just by resting
for a day?
A. First, the healing proficiency restores lost hit points to characters who do not or cannot
spend an entire day resting. Second, the two forms of healing are cumulative, so that a
character who rests an entire day and receives treatment from a character with healing skill
regains 1d3 + 3 hp/day. Note that a character who tends wounded characters is not considered
to be resting.
Q. According to Table 65 (page 122), unskilled characters have a base climbing chance of
40%. The same table notes that a character who spends one slot for the mountaineering
proficiency also has a 40% climbing chance. Is this an error, or do characters have to spend
two slots before they are better climbers than unskilled characters?
A. Yes, there is an error. The base climbing chance improves 10% for each slot spent on
mountaineering; thus, a character with one proficiency slot in this skill has a 50% base
climbing chance.
Q. According to Table 67 (page 123), it is impossible to climb a "dry" ice wall, but a character
can climb a slippery ice wall at one-fourth the normal climbing rate. Is this an error?
A. This is not really an error. All ice walls qualify as slippery surfaces, there are no dry or
slightly slippery ice walls.
Q. Chapter 7 says a character can try to disbelieve an illusion just by spending a round doing
so. Furthermore, if the player can give a good reason why the character is disbelieving, the
DM can give a bonus to the saving throw. But Appendix 2 says a reason must be given for
any disbelief attempt to succeed. Which is correct?
Q. What good is a helmet? Does any suit of armour come with one?
A. Helmets protect the head and are important to any character with a humanoid body. Every
suit of armour is assumed to include a helmet whose construction is similar to the armour. If
an armoured character wears no helmet, he loses one armour class (for example, AC 4
becomes AC 5).
Q. I was shocked to see that TSR, Inc. condones the killing of baby dragons (as graphically
illustrated by the colour plate on page 7).
A. With the new information on dragons given in the first Monstrous Compendium (TSR
product #2102), available in July, PCs are going to have to catch dragons while they are small
if they are going to have any chance to kill them at all (see also "The New Ecology of the
Dragons," in Dragon issue #146, for more information).
Q. If the proficiency system is used, do demi-human characters have to spend a slot to learn
the common tongue since they begin with their native tongue only?
A. Strictly speaking, demi-humans must spend a slot to know Common. However, DMs
should feel free to give Common to demi-human characters for "free". It can be fun to role-
play characters who cannot speak with each other, but this kind of play can bog down the
game and usually gets boring after a few sessions.
Q. Can the running non-weapon proficiency be used with the jogging/running rule? Are the
two cumulative?
A character using the running proficiency cannot use the jogging rule (he is already moving as
quickly as the jogging rule allows). He can, however, use the running rule to increase his
speed. If the character fails one of the ability checks for continued running, he must follow the
rules on page 120, and has finished using his running proficiency for the day.
Q. Page 45 says a dual-classed character who loses a level to an energy drainer will lose his
highest level; if drained again, he loses the level that is hardest to replace. However, the
example shows a character losing one level in each class to a wight. What is the correct
procedure?
A. A dual-classed (or multi-classed) character who loses a single level to an energy drain
always loses his highest level, no matter how many times he is drained. If his levels are equal,
he loses the level that takes the most experience to regain. The example on page 45 is correct
only if the character loses two levels at once. In this case, the dual-classed character loses one
level from each class, just as in the 1st Edition AD&D game.
Q. I thought falling damage was cumulative per 10', reaching 20d6 at 60'. What happened?
A. The controversy over falling damage has been settled. Falling damage is 1d6 for each 10'
(or fraction of 10') fallen. The reasons are thoroughly explained on page 104. Individual DMs
are free to plague their players with any variant falling damage systems they can devise.
A. In most cases, yes. If the DM wants to simulate short jumps, I suggest calling for a
dexterity check. If the check succeeds, subtract 10' from the jump's height, that is, a 10' jump
inflicts no damage, a 20' jump inflicts 1d6, and so on. Failure results in a normal fall.
Q. Are the non-weapon proficiency modifiers shown in Table 37 (page 54) applied to the die
roll or to the ability score?
A. Although the "Sage Advice" in Dragon issue #121 said the sage would make personal
replies, I receive so many letters that I cannot answer every one. (However, if you don't
enclose an SASE, I cannot reply at all.) Usually I reply only to letters that have questions I
can use in the column, so that all the readers get the benefit of my time. Needless to say, I
don't give extended private interviews in Lake Geneva or anywhere else. If you want to
increase your chances of getting a personal reply, do the following: 1. Look through your
books for your answers, and be sure to consult the indexes (if the books have them). Often,
with a little extra effort, you'll find rules that have eluded you. 2. Keep your letter short.
Decide what you really need to know, and stick to the most important questions. As I've
stressed before, role-playing games involve choices and decisions; don't be afraid to make
some on your own. 3. Include the title of the book and the page number that contains the rule
you are asking about; this saves me a lot of page flipping. My work with the RPGA Network
keeps me busy at almost every game convention I attend, and seminars are not the best place
to answer rules questions. I'm not an encyclopaedia of game knowledge. I rely on a big library
and a large network of personal contacts to find answers, and few people would be entertained
by watching me flip through my books and consult my files while I struggle with a tricky
question. Still, I do answer some questions at conventions; just keep them short, and don't
interrupt me while I'm running a game. Also, some conventions I attend collect written
questions for me so that I can use them in the column or work on them during the show and
discuss the results with anyone who is interested. – Skip Williams
Q. Why are you still running questions for the AD&D 1st Edition game now that the AD&D
2nd Edition game is on the market?
A. Dragon Magazine will continue to use material specifically for the AD&D 1st Edition
game simply because so many people use that edition. The 2nd Edition has only been out for
six months, but the 1st Edition game has been available for over a decade. (Remember, too,
that material for one edition can usually be used with the other with ease.) As time goes on,
we expect that more players will switch to the 2nd Edition game, and our coverage of that
system will increase. We want to offer the most useful material to the largest number of
gamers. – Roger E. Moore
Q. What is the proper way to handle a fight with a hydra? Does the creature 's effective hit
dice drop as it loses heads? Will damage to the creature's body kill it? How do area effect
spells such as fire ball effect the heads? How does one determine when a lernaean hydra's
regeneration ability is stopped?
A. Hydras do pose a few problems, especially when magic is involved. I suggest the
following rules for handling combat with a hydra. A hydra's effective hit dice do not drop as
the creature loses heads. With respect to melee, each of a hydra's heads is treated as a separate
creature. Each head dies when it reaches zero hit points, and excess damage does not carry
over to another head. When all heads are reduced to zero hit points, the creature dies
immediately. Hits to a hydra's body will kill it; the body has as many hit points as the total hit
points of its starting heads. When the body is reduced to zero hit points, however, the creature
continues to fight as long as it has at least one living head. It will then fight for an additional
2-8 rounds or until the body is reduced to -20 hp. A lernaean hydra's regeneration ability
makes it a tougher nut to crack. The individual heads can be slain in the normal manner;
however, a fire source must be applied to each slain head or it will regenerate. Burning hands
is the easiest way to scorch the stumps or sundered heads. A torch, flask of oil, or flame
tongue sword will stop a single head's regeneration if applied in time. Any successful hit on
the slain head will stop regeneration. A lernaean hydra stays alive as long as it has one living
or regenerating head (hits to the creature's body not withstanding). When any hydra is
affected by an area spell such as fire ball or lightning bolt, the heads are treated as a single
entities, with the damage distributed as evenly as possible among the heads. Although the
heads are separate melee targets, they are still part of the same creature. The creature's body
suffers as much damage as the heads took in total (i.e. the hydra gets one saving throw, but
the heads and the body each take damage). Spells that can kill a creature outright such as
death spell, power word kill, or disintegrate kill the creature only if it fails its saving throw (if
applicable). When determining a hydra's resistance to such spells, its effective hit dice are
equal to its starting number of heads (or peak number, in the case of a lernaean hydra), and its
effective hit points are equal to the total hit points of all the heads (damage to the body
notwithstanding). A spell that affects one creature or a limited area (such as magic missile or
burning hands) must be directed either at the body or at one or more heads of the hydra,
according to the limitations of the spell. Spells such as charm monster, hold monster, or slow
affect the entire creature, as the beast effectively has only one brain, perhaps at the base of the
necks inside the body.
If a character's need is truly great, the DM can allow any class of character to use a weapon
prohibited to his class. The normal non-proficiency penalty applies (perhaps with an
additional -1 to hit). If a player falls into the habit of declaring his characters in desperate
need too often, however, the DM should either disallow the use of the prohibited weapon or
give the character no experience award for completing the adventure.
A. Blinded creatures are unable to cast any spell that requires a target, but spells that can be
cast on an area (such as fire ball) or delivered by touch (such as cure light wounds) may still
be used. Deafness can cause spells with verbal components to be miscast and fail. The failure
chance is up to you, but it shouldn't exceed 20% (less for spells with short casting times). The
cleric spell holy word has a deafness effect that causes spells to fail 50% of the time; this is
due mostly to the extreme power of the holy word, not merely the deafness.
Q. How do you use the weapon to-hit adjustment tables in the Players Handbook (page 38)
and Unearthed Arcana (page 27)? I don't understand what they mean.
A. The tables list the bonus or penalty given to a weapon against the basic armour types. For
example, the line for "Axe, Hand" reads: -5, -4, -3, et cetera, for AC 0, AC 1, AC 2, et cetera,
respectively. Full plate armour and shield gives AC 0, so a hand axe has a -5 to hit versus full
plate armour and shield. If the target were wearing full plate armour + 1 and using no shield,
the adjustment is still AC 0. However, full plate armour alone is AC 1, so you use the AC 1
column regardless of magical bonuses, and the hand axe has a -4 to hit. The same holds true
for dexterity bonuses. These tables are for attacking humans, demi-humans, and humanoids,
never for attacking monsters. Use of the tables is strictly optional; they were included in the
game mainly to satisfy the real history buffs who know that certain weapons were much more
effective than others on the medieval battlefield.
Q. What do the following weapons look like: bardiche, spetum, voulge, guisarme, halberd,
and scimitar?
A. Some of the less-known weapons in the AD&D game are pictured and described in
Unearthed Arcana, pages 123-128. The weapons depicted on these pages include everything
on your list except the scimitar. A scimitar is simply a curved broad sword used by Arabs and
Saracens. If you've seen any movies depicting the Middle East during the crusades, you've
seen scimitars.
A. A morning star looks like a long, thin club with spikes or flanges at the business end. The
morning star in the AD&D game is similar to a mace but is longer and heavier. Some books
on weapons identify a ball and chain as a morning star, but this combination is considered to
be a flail in the AD&D game.
Q. Why did Unearthed Arcana take shields away from assassins? It seems a high price to pay
for the option of having a good alignment.
A. Unearthed Arcana is in error. Assassins may use shields but not during a melee round in
which the character is engaged in the act of assassination. The alignment expansion was not
an error.
Q. Can a character with a girdle of giant strength throw a halberd? When one of my players
tried to do this I allowed it, but with a big to-hit penalty.
A. You were correct. Pole arms are not intended to be thrown, no matter what the thrower's
strength. Anything, however, can be thrown with some chance of success. For throwing a pole
arm, we suggest a to-hit penalty of -4 at short range (10' or less), -6 at medium range (11-20'),
and -9 at long range (21-30'). We also suggest that you use these ranges outdoors where other
missiles have ranges measured in yards. A pole-arm is far too long for a human-sized creature
to throw like a hand axe (so that the weapon spins or tumbles), no matter how much strength
is available. Spear-type throws are possible, but hits can inflict damage only if the pole arm
that is thrown has a spear point. Use spear damage (1-6) in this case, not pole-arm damage.
Q. What are the effects of total darkness on combat? When last faced with this problem, I
simply ruled that everything within the darkness was invisible, and I applied the -4 to-hit
penalty.
A. You handled the situation correctly. More information on the effects of darkness is given
on page 32 of the Dungeoneer's Survival Guide.
Q. What does the space requirement listed for each weapon mean?
The space requirement is exactly that: the minimum space a character must have in order to
use a weapon. For example, a fighter must be standing in a space at least 4' wide to use a
battle axe. Space requirements are cumulative; therefore, two fighters using battle axes side-
by-side would require 8' of space.
Q. Can creatures with at-will abilities use such abilities while attacking? Can they use several
abilities in the same round, say one per segment?
A. Creatures that have at-will abilities may use one such ability, once per round, in addition to
normal movement or attacks.
A. A magician must remain stationary only as long as the casting time of the spell. After
casting a spell, the magician can move during the remainder of the round. For example, a fire
ball takes three segments; therefore, the magician casting it could have seven segments worth
of movement after casting the spell. See page 102 of the Player's Handbook for per-segment
movement rates.
The DM might allow a character to back out of a melee at half speed so that the opponent's
free attack would be frontal. Some campaigns allow a friendly character to cover for a
retreating character so that the extra attack is resolved normally against the the character who
is covering.
Q. Can fighters with multiple attacks attack more than one opponent per round?
A. Yes; so can monsters and the members of other character classes that get multiple attacks.
Q. How long does paralysis last? Is it permanent until cured? What cures paralysis? What is
paralysis, really?
A. In medical terms, paralysis is the loss of sensation in part of the body as the victim's brain,
for one reason or another, no longer controls the body. The uncontrolled muscles relax, and
the victim goes limp. Autonomic muscles, such as the heart and lungs, are unaffected. Some
kinds of paralysis in the AD&D game (paralysis caused by ghouls and ghasts, for example)
cause the victim to become rigid and immobile. In either case, paralysis affects only the body,
not the mind. The victim can still think and use psionics or any form of movement that does
not require muscular effort. For example, if a character becomes paralysed while using a fly
spell, he can still fly until the spell runs out. Paralysis is not permanent. It can last anywhere
from several rounds or turns to as much as a day. It can be removed with a remove paralysis
spell (which removes paralysis of all types) or by a cure disease, neutralize poison, or dispel
magic spell, depending on what caused the paralysis. Paralysis caused by undead creatures is
disease- or fear-based; paralysis caused by living creatures is poison-based; paralysis caused
by a glyph of warding or the illusionist spell paralysis is magic-based. The AD&D 2nd
Edition Monstrous Compendium, Volume 1, lists the duration for ghoul paralysis as 3-8
rounds and ghast paralysis as 5-10 rounds. Paralysis caused by more powerful creatures lasts
longer; lich paralysis, for example, lasts until dispelled.
Q. Can a character with a bastard sword proficiency also use long swords and two-handed
swords, or does the character instead, require a proficiency in both long and two-handed
swords?
A. Each weapon on the weapons lists requires a separate proficiency Although a bastard
sword can be used one-handed with the same effect as a long sword, its larger size requires
different handling. Likewise, the bastard sword requires different handling than the longer and
heavier two-handed sword. However, if a character is proficient in bastard sword, he may use
that sword either way.
Q. What is a bastard sword's space requirement and speed factor when used one-handed?
Q. If a fighter is specialised (or double specialised) in a bastard sword, does he get the
specialisation bonuses when using the sword two-handed and one-handed?
A. A bastard sword is primarily a two-handed weapon. For purposes of game balance, it is
best to limit specialisation bonuses to two-handed use (or let the player choose).
A. The situation is analogous to that of the bastard sword described previously. Knowledge of
the combination weapon does not necessarily allow use of its component weapons. The
techniques required to use each of the weapons you mentioned are different. The governing
principle in both of these cases is the no-free-lunch rule: You can't get two or more
proficiencies for the price of one simply by selecting a multi-purpose weapon.
A. Charging monsters or characters may attack normally at the end of their charge; exactly
when depends on the reach of the weapons being used (longer weapons attack first). The
charge movement, initiative, and affects chance to hit. See the DMG, page 66, for more
details on charging.
A. High dexterity never affects initiative; it affects only surprise. A short sword of quickness
allows the wielder to attack first. This is not the same has having the initiative; a thief-acrobat
(for example) cannot automatically evade each round simply because he has a short sword of
quickness. He must win the die roll before he can evade.
Q. Can missile weapons, other than hurled melee weapons, he used in melee?
A. No, missiles cannot be fired or hurled when the firing character is in melee. Furthermore,
bows and arrows are not melee weapons and cannot normally be used in hand-to-hand
combat. A bow or crossbow could, however, be used for pummelling (see Unearthed Arcana,
page 107).
Q. Can a character fire a missile into a melee without hitting friendly characters? If not, what
is the chance of hitting an ally?
A. This depends on the situation. When firing into a melee, use the following procedure: The
character firing the missile declares which creature he is targeting. (Any of the character's
allies who are fighting with the target creatures are potential targets for the missile.)
Randomly determine which target will actually be in the path of the missile. If the figures in
the melee are about the same size (e.g., human versus human, elf versus dwarf), there is an
equal chance that either the enemy or an ally could be the missile's actual target. If the die roll
indicates that an ally will be the actual target and there are multiple allies fighting the
intended target, randomly determine which ally is the actual target. Roll the to-hit number. If
the appropriate number for the target's armour class is rolled, then the target is hit whether or
not the character firing the missile wanted to hit that target. If the creatures in the melee are of
different sizes, the larger creatures are more likely to be hit. I suggest a two-thirds chance (1-4
on 1d6 to hit the larger target when the height difference is 2-3' (ignore height differences of
less than 2'). If the height difference is more than 3', allow the missile to hit the larger target
automatically if the firer wishes; otherwise, the chance to hit the larger target is 5 in 6. Many
campaigns exempt the magic missiles spell from this rule. Magic missiles are assumed to
unerringly strike their targets.
Q. Is it possible to use an object for non-lethal combat? How much damage would a chair or
bar stool do?
A. Yes, you can use odd objects for non-lethal combat. The amount of damage such objects
can do depends on their hardness and mass. See Unearthed Arcana, page 107.
A. The maximum range for any tossed object is 5" (a stone) or 3" (a flask of oil or a vial of
holy water), as long as the object is reasonably compact. Large, bulky objects have a
maximum range of 2" or less, depending on the situation.
A. A creature with a gaze weapon may use it on one opponent per round in addition to any
physical attacks. If the creature is unintelligent, this will be a random opponent. Intelligent
creatures may pick their victims. Any opponent who can see the creature can be subject to the
attack. The opponent who is subjected to the gaze attack must save versus petrification. Some
campaigns allow opponents to avert their eyes and become immune to the gaze attack, but
such opponents attack and defend at a -4 penalty, and the decision to avert the eyes must be
made prior to both the initiative roll and anyone knowing where the gaze will be directed.
Some DMs may rule that if an entire party is surprised, all must save against the gaze during
the first surprise segment of the encounter (several party members could accidentally meet the
creature's gaze during the confusion of the surprise segment).
Q. I seem to recall some rule about a penalty when a character makes more than one attack in
a round. Is there such a rule?
A. We can refer to page 70 of the DMG for this answer. The reference states that a character
may use a second weapon instead of a shield, provided that the second weapon is a dagger or
hand axe. Otherwise, there is no penalty for multiple attacks.
Q. Is there any way to prevent a vorpal weapon from severing the neck if the attack roll is
high enough?
A. No. However, the DM might choose to introduce some kind of protective magic that would
do this. Note the limitations given on page 166 of the DMG. The DM might choose to
introduce some additional limitations; for example, it would be impossible for a human to
sever a cloud giant's neck unless the giant was bent over or the human was flying or
levitating.
A. Yes. It is created by an evil ritual and is harmful to paladins and good creatures of
extraplanar origin such as devas and solars.
Q. Can a cleric turn undead, then attack, run away, or cast a spell in the same round? Or does
he stand there for a whole round, give up shield and dexterity adjustments to armour class,
and hope that the turning works?
A. Turning undead is a separate activity. A cleric who turns undead may not fire missiles,
melee, or cast spells in the same round as he turns undead, although he defends normally and
may be able to move (DM's option). The monk ability quivering palm does not work on
creatures that are struck only by magical weapons.
Q. Looking at the DMG, I see that creatures that are themselves immune to normal weapons
can hit other creatures that are immune to normal weapons. Does the reverse hold true? That
is to say, are those creatures that can hit creatures immune to normal weapons immune to
normal weapons themselves? Specifically, are high-level barbarians immune to normal
weapons and quivering palm?
A. The barbarian's ability to hit those creatures that are normally hit only by magic weapons
does not protect him from non-magical weapons or a monks quivering palm.
Q. Can a torch be used as a weapon? How far can a torch be thrown? There are some
instances when it is desirable to use a torch as a secondary weapon; is this allowed?
A. Torches can be used as primary weapons; treat them as clubs for all purposes, even when
throwing and inflicting damage, assuming that the torch is lit and the target is not immune to
fire. A torch may be used as a secondary weapon if the DM thinks the situation warrants it.
Apply the "Attacks With Two Weapons" rule on page 70 of the DMG. If players attempt to
abuse the privilege, the DM might have a character set fire to himself or his equipment. Have
the torch either save versus normal blow as thin wood, or break. The fire has a 10% chance of
going out per blow.
A. Any weapon can be drawn in one segment (this effectively adds one segment to the
weapon's speed factor). Common sense, however, dictates that a character who draws a
weapon during a melee will lose initiative to a character who has already drawn his weapon,
unless the character with the drawn weapon must use the segment that is required for the draw
in order to close to melee range. Note that sheathing a weapon takes a bit longer; changing
weapons carefully takes a full round (see Oriental Adventures, page 54).
Q. How come a low-level character gets only one attack per round? A one-minute melee
round certainly allows time for several attacks, especially if the character uses a light weapon
such as a dagger.
A. A single melee attack in the AD&D game assumes the exchange of several blows. The
player's single attack roll represents the result of a series of attacks by the character, not just a
single blow. See the DMG, page 61, for more details. High-level characters who are allowed
multiple attacks do not actually strike more blows; their greater experience merely allows
them to strike a larger percentage of telling blows.
Q. Unearthed Arcana (page 78) says that a sap will stun an opponent if it hits him in the head
when the head is uncovered. Since there are no hit location tables in the AD&D game, how do
you determine if the sap hit the opponent's head?
A. The DMG has a rule that says an intelligent creature can aim a blow at an opponent 's head
half the time (1-3 on 1d6). While this rule (see page 46) encourages characters to wear
helmets, I think it's a bit excessive. Try any of the following for adjudicating attacks with a
sap: Any attack roll four or more over the minimum score needed to hit the target strikes the
head. Strength bonuses don't count when determining the minimum score to hit, but bonuses
for rear attacks (including a thief's back-attack bonus) and attacks on prone opponents do
count. Treat the sap as a pummelling implement, and use the rules on page 107 of Unearthed
Arcana. The sap does no damage unless a stun is scored. It has the chance of a large and hard
object to stun, and does normal sap damage (1-2) when a stun is scored. A sap is a weapon
and negates the initiative penalty for pummelling attacks. Roll a 1d6 before each attack; a one
indicates that the attack will strike the head if the sap hits.
Q. The DMG gives a procedure on page 70 for attacking magically sleeping opponents, but
what about normally sleeping opponents?
A. As explained on page 31, the exact circumstances of a character's birth are up to the DM.
The higher the initial die roll, the better off the character's family is. A first rank character, for
example, probably comes from a well-to-do family with clear connections to the imperial
family, or perhaps the character belongs to the imperial family (he might be a distant cousin).
Upper-class families are skilled artisans, scribes, or wealthy merchants.
Q. I don't understand the birthright rules on page 34. How do you use birth rank in order to
modify the chances for a birthright? If you subtract birth rank from the number of rolls on
table 40, then characters with low ranks never receive birthrights, right?. Also, not all the
results on the birth rank table (table 38, page 31) have numerical values.
A. The term "birth rank" is used incorrectly on page 34. The term that should be used here is
"birth order" (see Unearthed Arcana, page 83). An only child has a birth order of zero. A
character born late in the birth order might not receive any birthright even in a wealthy family.
A. The "frequency" listing does not apply to these beings, as they appear only when their
kings send them on errands. The DM must decide where and when they appear. If you wish to
include them on a special random encounter table, assuming that PCs might encounter a
general while it is abroad on some errand. Their frequency should be very rare at best.
Samurai characters can become daimyos but not simply by virtue of level. The character must
first gain control of a province, either by conquest or by imperial decree (or both). Once
control is firmly established, the character becomes a daimyo. The character must be at least
10th level in order to have the hierarchy of followers described on page 22 of the Oriental
Adventures tome.
A. Psionics are optional in an oriental setting using the AD&D 1st Edition rules, just as they
are in non-oriental settings. How do you determine the value of gems found during an oriental
adventure? Use the gem section of the 1st Edition Dungeon Master's Guide (pages 25-26) or
the 2nd Edition DMG (page 134) to determine values and properties of gems.
A. The newest AD&D character sheets (TSR product number 9264) are designed to work
with Oriental characters.
Q. Several character classes must have the calligraphy proficiency. The class descriptions
seem to indicate that calligraphy costs one slot, but table 61 says it costs two slots.
Q. Can the explanation of the wu jen's chance to know a spell on page 25 be used in non-
Oriental campaigns?
A. The method described on page 25 is the same as the method described in the 1st Edition
Players Handbook, so there is no harm in using the Oriental Adventures explanation in non-
Oriental campaigns based on the 1st Edition books. However, the 2nd Edition Player’s
Handbook does not allow a chance-to-learn check for a spell until it is found (see page 16 of
that volume).
Q. How do Oriental Adventures characters gain levels? Do they have to train? When do wu
jen get new spells?
A. Oriental characters gain levels by accumulating experience and training. They must pay
training costs (see page 86 of the 1st Edition DMG or page 49 of the 2nd Edition DMG). Wu
jen should gain new spells whenever they gain the ability to cast them and have access to such
spells. For example, at 3rd level, a wu jen gains the ability to cast a second-level spell; he can
do so if he finds a written copy of such a spell, learns it from someone else, or researches it
himself and makes his chance-to-know roll (see page 25).
Q. Why isn't the battle axe listed as a two-handed weapon on table 49? Battle axes were used
with two hands, at least sometimes. Perhaps the battle axe should be treated like a bastard
sword, with two sets of statistics.
A. A battle axe is not a two-handed weapon. It is true that battle axes were often used with
two hands, but this was because a man without a shield did not have anything better to do
with his free hand and the axe's long haft provided space for the additional grip. If you want
to experiment with statistics for two-handed use, improve the speed factor and AC adjustment
for all armour types by +1 and increase the damage inflicted to 3-9 (2d4+1). Weight, length,
and space required are unchanged. The improvements reflect the extra muscle the wielder
gains from using two hands.
Q. Can gajin characters learn oriental languages, and can oriental characters learn gajin
Common? What about characters who already have a "full load" of languages?
A. Any character can learn a new language if his intelligence score permits. The DM might
permit a character to forget a language that has not been used for a length of time in order to
allow the character to acquire a new one. Racial and alignment tongues can never be forgotten
in this manner. The time required to learn the new language is up to the DM; one local
campaign uses 48 weeks minus the sum of the character's intelligence and wisdom.
Q. Is there any limit to the number of martial-arts styles a character can learn?
A. Theoretically, a character could have as many different martial arts styles as he had
weapon proficiencies, but this would be a waste. The character would do much better to use
the slots to learn weapons or special manoeuvres.
Q. The calendar on page 107 is about two weeks short. Where did the extra time go?
A. The Kara-Tur calendar is 356 days long, making it nine days short when compared with
the calendar of the Forgotten Realms setting on the very same planet. "Just Making Time," an
article in Dragon Magazine #123, provides a quick solution for this problem. A nine-day
festival is held between the consecutive months of Tu and Tsou, belonging to no month,
which can be extended for one day every four years by imperial decree (accounting for leap
years). The Kara-Tur zodiac has a celestial space unclaimed by any other constellation,
matching this gap in the calendar.
A. Create your own random dungeon encounter table if you wish. The monsters' section of
Oriental Adventures (starting on page 115) and the notes on page 138 of Monster Manual II
will get you started.
Q. Can gajin characters use oriental spells? Can oriental characters use non-oriental spells?
A. Page 130 of Oriental Adventures says that 5% of scrolls will contain gajin spells and that
these may be used by oriental characters; if you wish, you can reverse this for non-oriental
games.
Q. At what level can a wu jen research new spells? What about manufacturing scrolls or other
items?
A. Spells can be researched at any level, so long as such spells are appropriate to the
researcher's level; see the 1st Edition DMG (pages 115-116) or 2nd Edition DMG (pages 43-
44) for more information. The required level for making magical items varies; see the 1st
Edition DMG (pages 116-118) or the 2nd Edition DMG (pages 84-88). Wu jen levels equal
magic-user levels for this purpose.
Q. The rules say that a character must learn a martial-arts style's special manoeuvres in order.
Yet the common styles on page 101 skip some manoeuvres; tae kwon do, for instance, skips
all the movement manoeuvres and goes straight to number five. Please resolve this conflict.
A. There is no conflict at all. Any style's special manoeuvres are learned in numerical order,
no matter what groups they are from. In tae kwon do, for example, Movement 5 is the last
manoeuvre learned. The character does not have to (and cannot) learn Movements 1-4
because they are not part of his style.
Q. Do bushi-ninja get strength bonuses in combat? Can wu jen-ninja use spells while
armoured? When can a ninja use the ki powers from his other class? Does a ninja character
get experience only when he's acting like a ninja?
A. It would be helpful for you to think of a ninja as a type of dual-classed character. Ninja is
not an independent class; a ninja may draw upon either of his classes at any time. Bushi-ninja
do get strength bonuses. Any ninja can use the skills, spells, and ki powers of his other class
within the restrictions given (e.g., a wu jen-ninja cannot cast spells while wearing armor). The
DM must decide when a ninja is "acting like a ninja." The determination does not have to be
exact, since it affects only experience. Generally, experience is split evenly between both
classes if the ninja makes use of his ninja abilities during an adventure.
Q. Are scale and mail armour both considered metallic armours, or can ninja move silently
while wearing these armour types?
A. Metal scale and chain are both metallic armours. Leather scale is not, and so can be used
for silent movement by ninja.
Q. How do you determine which special manoeuvres can be used with a created martial-arts
style?
A. The form of the style determines which special manoeuvres can be used with it. Each
special manoeuvre on table 70 (page 103) is labelled for use with one of the forms. A special
manoeuvre labelled hard is used primarily with hard styles, hard/soft manoeuvres can be used
with any style, and soft manoeuvres are used primarily with soft styles. The special
manoeuvres listed under mental and physical training are labelled with the most compatible
forms but may be used with any style; all other special manoeuvres should be restricted to
their primary style, no more than one "out of form" manoeuvre per style is a good rule of
thumb.
A. The lengths of a turn, a melee round, and a segment are the same as in non- oriental
adventures; see the 1st Edition Player's Handbook (page 31) or the 2nd Edition Player’s
Handbook (page 91; note that segments are not used in the AD&D 2nd Edition rules).
Q. The rules say that the chance to perform a peaceful skill "can never be less than a 3 on
1d20" (page 52). Does this mean that a character must roll under the number given for the
proficiency in order to succeed? How does a charter get bonuses to his roll? Do high ability
scores help? How can a character ever roll more than a 20 on 1d20?
A. The character must roll the number listed or better on 1d20. Three is the lowest adjusted
chance for success. That is, no matter how good the character is, he will always fail on a roll
of 1 or 2. Scores greater than 20 can be achieved by adding bonuses from extra slots spent in
the proficiency (see page 52) or from a magical item (or both). Ability modifiers do not apply
to peaceful skills.
Q. I have a book that says long needles were sometimes used in assassinations. What are the
statistics for needles?
Q. What kind of property does a samurai get at 9th level? How much property does a jito get?
A. Samurai do not get property at 9th level; they get the great kiai and followers. They are
offered stewardship, not ownership, of various properties at earlier levels. A jito (the
stewardship offered to a 7th-level samurai) generally manages one to three villages for his
daimyo.
Q. How much does oriental equipment weigh? How large and heavy are grenades?
A. Use the figures for the nearest equivalent from the regular AD&D rules or real life. Rope
or clothing, for example, weighs the same no matter where it is made. Grenades are about the
size and weight of a flask of oil.
A. The character simply loses 5 points of honour (or 10 points if he is a samurai). The
character is under no particular obligation to regain the item. The DM might choose to assess
a further honour loss (2 points for refusing a challenge) if the character does not attempt to
regain the item, or the DM might make an honour award (5 points for accomplishing a great
deed) if the character successfully regains the item. No character is ever obligated to commit
suicide due to loss of honour, though any character with a negative honour score is
immediately removed from play (see Oriental Adventures, page 35).
In "Sage Advice" in issue #122, you said that the to-hit roll required for the special martial-
arts manoeuvre Leap should be made against AC 10. Does this apply to to-hit rolls required
for other manoeuvres, such as Weapon Catch?
A. No. In general, combat special manoeuvres require a to-hit roll versus the armour class of
the target character. The target character in a Weapon Catch is the character holding the
weapon that is to be caught.
Q. There is a large honour penalty for a ninja who allows his true identity to be discovered. Is
there any penalty for a ninja who allows the fact that he is a ninja to be discovered?
A. No. A ninja always uses an alias and keeps his real name and the details of his family
history secret. Ninja should try to conceal the fact that they are ninja, but this is not a
necessity. Hiding a ninja's true character class is very difficult in a campaign. It is not
impossible, however, so the DM may assign a minor penalty if it leaks out; -1 honour point is
plenty.
Q. At the very bottom of page 50, there appears to be an introduction to a table. What
happened to the table?
A. The text at the bottom of page 50 refers to table 55, which is located immediately above
the text.
Q. What is the conversion rate between non-oriental gold pieces and Oriental tael and ch'ien?
What about copper, silver, electrum, and platinum pieces?
A. Table 46 (page 38) gives conversion rates. Gold, electrum, and platinum are not accepted
as currency in Kara-Tur, so these coins must be sold for the market value of the metal in
them. The market value of one gold piece is 2-7 (1d6 + 1) tael (see page 38). Extrapolating, a
platinum piece is worth 11-30 (1d20 + 20) tael. The market price of gold and platinum varies
independently, so it is possible for the price of platinum to be low while the price of gold is
high. Electrum is mostly gold, so its price varies with the price of gold: an electrum piece is
worth half the current value of a gold piece.
Q. A ninja-to can have a secret compartment in the hilt. How much can be held in the
compartment?
A. The compartment is very small; it can hold one dose of poison or an item the size of a
finger ring or coin.
Q. What are the rules for oriental characters fighting with a weapon in each hand? What is the
limit of the kensai two-weapon ability? Obviously, a kensai can't use two katana or can he?
A. The rules are the same as those for non-oriental characters; see the 1st Edition DMG (page
70) or the 2nd Edition Player’s Handbook (page 96). Any Oriental weapon that is the
equivalent of a dagger or hand axe can be used as a second weapon (see Oriental Adventures,
table 48, page 41). A kensai's second weapon must be a dagger or hand axe (or an equivalent).
Q. Can a character with high dexterity spend extra slots on fighting with two weapons and
avoid the two-weapon penalty?
A. No. Only kensai of 7th level and above have the ability to fight with two weapons at no
penalty.
Q. Page 8 says that a ninja gains a 10% bonus for high dexterity, but page 19 says he does not.
Which is correct?
A. Page 19 is correct.
Q. Table 13 (page 14) says that ninja can use any weapon, but a footnote says that they must
learn only ninja preferred weapons. What happens when a high-level ninja has learned all the
ninja weapons?
A. A ninja can learn non-ninja weapons in two ways. First, he can use slots from his other
class. Second, once he is proficient with all ninja weapons, he can choose any weapon.
Q. What are the statistics for a badger hengeyokai (mentioned on page 13)?
A. A badger is a "raccoon dog" in oriental parlance. The raccoon dog is listed on table 11
(page 12).
A. There is none. The character simply has the ability to draw or change the weapon at no
penalty. The character also has a better chance to surprise opponents under certain
circumstances. See Oriental Adventures, page 99.
And with this issue back to second edition:
A. Those pole-arms marked with a "#" and all spears do double damage when set versus a
charge. Pole-arms marked with an asterisk do double damage versus charging opponents that
are larger than man size.
Q. Both of the AD&D game 2nd Edition rule books say that magical rings "radiate" magic.
Does this mean they glow with a magical aura all the time? Can you tell an item is magical
just by looking at it?
A. The term "radiates" indicates there is a magical aura which cannot be seen, touched, tasted,
or smelled but can be detected with the proper divination; a ring can radiate magic, a dragon
can radiate evil, and so on. While the DM might rule that an aura might be detectable without
magical aid, magical items usually are found only with detect magic spells or by
experimenting with them to test for unusual properties.
Q. If an identify spell will not tell you the exact number of charges or pluses an item has, how
do you find out? Can a sage tell?
A. The best way to get an item's exact charges or pluses is to start with an identify spell to
determine the approximate number, then use a contact other plane or commune spell to get the
exact number. The DM has to decide what sages can do in his campaign, but giving a sage a
chance to determine an item's exact pluses is reasonable. Sages have no way to determine
charges; a wand with one charge looks exactly like a wand with 99 charges. If the item was
first studied with detect magic and identify spells, a sage could study the item for additional
clues about who made and enchanted it and stand a good chance of guessing its powers. This
would require a sage with knowledge of folklore, history, or both.
Q. Can a player who finds a potion taste it and immediately find out exactly what it is?
A. First, players cannot test potions, but player characters can. When a character tastes a
potion, the DM should give some hint or clue about its properties (see the DMG, page 141).
Q. Is there a reason why all the character-class experience charts stop at level 20?
A. In the AD&D 2nd edition game, 20th level is the intended stopping point for all character
advancement. This is because the designers and editors believe (and I agree) that the AD&D
game system begins to break down around level 20. After level 20, continued advancement
becomes almost meaningless, adventures are hard to design, and campaigns are hard to
maintain. An expansion for character levels 21 and up has been discussed, but there are no
current plans for such a product. Players and DMs who want to use mega-level characters are
on their own.
Q. Does a cleric's ability to turn undead really stop getting better at level 14, as table 61 (page
103) in the PHB suggests?
A. Yes, the progression does stop at level 14, at least for now. In game terms, this is the limit
of power that deities can (or will) "lend" to clerics to fight undead. In design terms, this keeps
high-level clerics from blowing away liches and other powerful undead with a simple die roll.
Q. How come the "death at -10 hit points" rule was dropped from the game?
A. It hasn't been dropped. See the "Hovering on Death's Door" optional rule in the DMG,
page 75.
Q. Should characters who put on a cloak of poisonousness be allowed a save versus poison or
a save versus death?
Q. Does attacking dispel the invisibility given to the attacker by a ring of invisibility or a
cloak of elf-kind? If so, how long must the attacker remain visible?
A. Offensive actions break the invisibility. The wearer must remain visible at least until the
beginning of the next melee round.
A. Clerics whose power to turn undead is equal to or better than the amulet's get no benefit
from it; all other characters turn undead at the amulet's level regardless of class or alignment.
Q. The table for the staff-spear (DMG, page 154) says a roll of 20 indicates a +3 weapon.
Shouldn't this be +6?
A. A roll of "20" indicates the ranseur version of the staff-spear; the asterisk should have been
placed by the "+3" figure in the bottom line.
A. The "risk" is the same for all characters; see the wizard spell, teleport, in the PHB, page
172.
Q. At what level is a wizard character allowed to specialize?
A. Wizard specialities should be chosen when the character is created. If a character does not
meet the ability score requirements for his desired speciality, the DM might allow him to
specialize later in his career if the deficiency is resolved and the character does not have spells
from a prohibited school in his spell books.
Q. Can a non-warrior have a strength greater than 18? If so, does the character get exceptional
strength or does he proceed straight to 19?
A. Strength ratings over 18 are possible through the use of wishes or magical items.
Generally, an increase in an ability score. that is higher than 16 and less than 20 comes in
increments of one-tenth of a point (see the DMG, pages 11-12). A non-warrior with a strength
greater than 18 but less than 19 gets no special benefits; treat the character's strength as an
unremarkable 18.
A. Halflings get no combat modifiers due to size in the core rules, but this could change in a
future supplement.
Q. Can a character with a strength of 1 wear clothes? The chart on page 14 of the PHB says
the PC's maximum press is 3 lbs, but the text on page 75 says clothes weigh 5 lbs.
A. The character's maximum press has nothing to do with what he can carry. The character
cannot raise the clothes above his head, but he can wear or carry them. Clothes, however,
would encumber the character.
Q. If the minimum wisdom score for a cleric is 9, why does table 5 list spell failure chances
for wisdoms of less than 9?
A. A cleric must begin play with a wisdom score of 9 or higher, but the score might drop
temporarily (or permanently) during play; most DMs allow PCs to continue in their classes,
even if their ability scores fall below the minimum requirements.
A. Yes. Generally, the chance for them to do so is one in six, only if the character is actively
searching a 10' section of a surface.
Q. Do gnomes get a constitution based saving throw bonus versus poison like dwarves do?
A. A cleric can turn undead if he can see and recognize them as undead, and if they can see
and recognize him as a cleric. The range indoors is limited by the size of the area and the
available light. The absolute limit outdoors is about 240 yards, less in poor light or through
concealment.
Q. How long does it take a druid to change form when shape changing? How long do changes
in form take with a polymorph self or shape change spell? Do protective items like rings or
bracers work with druid's new form? Are protective items like bracers or rings considered
clothing, since only clothing and one item held in each hand changes along with the druid?
A. Generally, assuming a new form counts as an action and takes three segments (+3 initiative
modifier). The first change in form is usually considered part of the casting time for
polymorph self and shape change spells. Most DMs allow protective devices to work even on
polymorphed or shape changed creatures, and most DMs I know ignore the clothing-and-two-
items restriction for druids and allow all the druids equipment to change with him.
Q. The set snares proficiency is available to both rogues and warriors. However, table 37
(PHB, pages 54-55) says this requires a dexterity check for rouges and an intelligence check
for warriors. Are these really different skills or is there an error?
Q. Will 90% soft cover, such as a tapestry or overturned table, protect a character from spells,
or does only hard cover do this?
A. DMs must resolve this on a case-by-case basis. When in doubt, have the cover make an
item saving throw; if this succeeds, characters behind it take one-half or no damage.
Q. Can monsters use breath weapons or innate spell abilities during the "free" round they get
when they achieve surprise?
A. You bet. Any creature who surprises another can use any attack it has, but it cannot cast a
spell.
Q. Does a PC's lifetime limit on the number of henchmen apply to henchmen who leave
because they equal or surpass the PC's level? I assume not. Henchmen achieve high levels
with help from PCs. If "graduating " henchmen did count, it would be in the player's best
interest to see that none of his character's henchmen ever became high level.
Q. Can a wizard or priest pick the number of people affected by a hold person spell?
A. Yes, the number of creatures affected by a hold person spell is under the caster's control.
A. The weight of a day's common meals varies with the locale, season, and cuisine, but 2-5
lbs. per person is a good rule of thumb. This weight includes bones, skins and other inedibles.
Common meals, however, are rarely carried anywhere, so their weights don't matter much. A
week's dry rations generally weigh 7-10 lbs, all of which is edible.
Q. Can specialist wizards use scroll spells from opposition schools? Can clerics use scroll
spells from outside their spheres?
A. A character who can use spells can use a scroll if it matches his class, so priests can. use
scroll spells from outside their spheres and wizards can use scroll spells from outside their
schools.
Q. Table 56 in the PHB (page 94) says that a scroll's initiative modifier is the same as the
spell on the scroll. What is the modifier for a protection scroll?
A. Unless stated otherwise in the scroll's description, a protection scroll has an initiative
modifier of +3.
Q. My DM says that a specialist wizard gets one bonus first-level spell for each level of
experience he has. Is this correct?
A. No. A specialist wizard gets one bonus spell for each level of spells he can cast. For
example, a 5th-level wizard can cast four first-level, two second-level, and one third-level
spells; if he is a specialist, he gets three extra spells, one of each level.
Q. There seems to be an error in the description for the second-level wizard spell, fool’s gold.
Shouldn't the creature viewing the gold subtract one from its saving-throw roll for every level
of the caster?
A. Yes, but the creature’s wisdom adjustment (if any) applies to the save.
Q. Do bards have to spend a proficiency slot on a musical instrument? What happens to their
ability to influence reactions if they do not?
Q. Can a ranger (or other character) who uses two weapons parry with one and attack with the
other? Would the character get a better armour class modifier is he parried with both
weapons?
A. The only way to parry in the AD&D game is to forfeit all attacks, whether the character is
using two weapons or one.
Q. The description of the wizard spell, animal growth, suggests that a tongues spell can be
used to converse with animals, but the description of the tongues spell says it cannot.
A. A tongues spell allows the caster to communicate only with creatures that have language.
The reference to the tongues spell in the description of the animal growth spell is an error.
Q. How close must a creature come to an object with an attraction spell (the reverse of an
avoidance spell) cast on it before the object moves toward him? Does the object move quickly
enough to inflict damage if it strikes the creature?
A. The object moves when the creature comes within 1'. The object moves quickly but does
not inflict damage when it strikes the creature.
Q. If a light spell is cast upon a piece of chalk, can the chalk be used to write glowing
messages? If the spell is cast on a rock, can you break the rock in half and have two half
strength light effects? If the spell is cast on a vial of water, will the water glow?
A. No, no, and no. A light spell illuminates a 20' radius. Casting it on an object simply makes
the effect mobile. The spell has one and only one centre of effect; if the object the spell has
been cast upon is broken, spilled, or worn away, the spell stays with one portion of the object
or becomes immobile, fixed in space. It might be possible to transfer the spell from one object
to another by casting it on a mutable object. For example, if the spell is cast on an open vial of
water, the spell will be transferred to the vial if the water is allowed to evaporate away.
And back to first edition questions with this issue:
A. A cleric always has access to the full list of clerical spells (limited, of course, by that
character's level). Clerics have no spell books, and their spell lists are not limited as are
magicians.
Q. What does a bless spell do, and how is it different from the chant and prayer spells? Also,
are the chant spell's damage bonuses and penalties counted per attack or per die of damage?
Do the areas of effect of these spells move with their casters?
A. Here's what each spell does: A bless gives friendly creatures +1 on morale "to hit" rolls; if
reversed (as a curse), it gives enemies a -1 on those rolls. A chant spell gives friendly
creatures +1 on "to hit", damage, and saving-throw rolls; at the same time, enemies receive a
-1 on the same rolls. A prayer spell gives friendly creatures +1 on "to hit" and saving throw
rolls, and enemies -1 on the same rolls. Prayer does not affect damage, and neither prayer nor
chant affect morale. The areas of effect for each spell are fixed and do not move with their
casters. Bless affects creatures in its area of effect at the time of casting only; chant and
prayer affect all creatures in the area of effect, even those who enter after the spells are
completed. Damage modifiers from chant are per attack, not per die of damage.
Q. The duration of a bless spell is given as "6 melee rounds". Does this mean that the bless
spell lasts for six total rounds of melee, possibly with days between?
A. No. The duration of a bless spell is six consecutive rounds from when it is cast.
A. Nothing. A bless spell will not "fix" a cursed item, but a remove curse spell might (see
individual item descriptions).
A. Bless spells are cast on creatures, not objects, with the only exception being crossbow bolts
that are used to slay rakshasas. In the latter case, the spell is cast directly upon a single bolt,
and the effect lasts until the bolt is used (whether the bolt hits its target or misses).
Q. How do blindness (such as from cause blindness) and deafness each affect spell-casting?
A. Blinded creatures are unable to cast any spell that requires a visible target (such as magic
missile). Spells that can be cast on an area (such as fire ball) or delivered by touch (such as
cure light wounds) are still usable. Deafness can cause spells with verbal components to be
miscast and fail. The failure chance is up to the DM, but it shouldn't exceed 20% (less for
spells with short casting times). A 2% cumulative failure chance per segment of spell casting
is suggested. The spell holy word has a deafening effect that causes spells to fail 50% of the
time. This is due mostly to the extreme power of the holy word, not merely the condition of
deafness.
A. Command is a spell; the cleric may not fire missiles, engage in melee, or turn undead in the
same round as he casts a spell.
Q. Is there a period of disability for characters revived with a death's door spell?
A. Death’s door doesn't revive characters; it maintains characters at zero hit points until the
spell wears off or until the character is revived with a cure wounds spell. Characters revived
in this manner can resume activity immediately.
Q. Can a glyph of warding be cast upon a portable object such as a sword or sling bullet and
used offensively?
A. No. A glyph is a magical ward used to protect an object. A glyph can be cast upon a
weapon, but it will be triggered only when a creature touches the weapon, not when the
weapon strikes a creature.
Q. Are creatures affected by one of the hold spells held immobile or simply paralysed?
A. Hold spells are similar to paralysis except that the effect is mental, not physical. A held
creature cannot move, fight, or communicate in any way. The creature can, however, be
moved by others.
Q. Can a light or continual light spell be used to negate the darkness ability of a demon or
devil?
A. Yes, on all counts. Each of these spells can negate darkness of any sort, though a light spell
will "go out" immediately after negating such darkness, while the continual light spell will
last. Light or continual light spell will negate only one darkness effect at a time; thus, if there
are two darkness effects in the same area, the area remains dark until two light effects are
used.
Q. The spells' areas of effect listed in the Players Handbook have got to be incorrect. The
lower water spell, for example, has an area of effect of a 1"x1" square per level of the caster.
Surely a cleric can affect more water than one square inch.
A. The area is measured in scale inches. One scale inch equals 10', and one scale square inch
equals 100 square feet. Remember that the areas of spell effects never get larger outdoors,
although ranges do get larger (see page 39 in the Player's Handbook).
Q. Does the circle of protection from a protection from evil, 10' radius spell move with the
caster?
A. Yes, both versions of the protection from evil spell move with the caster.
Q. If a character is killed and receives a raise dead spell, how long must he rest and how
many hit points will he have?
A. Raised characters must rest for the amount of time they have been dead. The minimum rest
period is one day. Raised characters have from 3-17 hp (2d8 + 1), though this value is reduced
if the PC's maximum number of hit points is less than the value rolled.
Druidic spells
Q. What are the statistics for rocks animated with the spell animate rock? Would they be
similar to the boulders animated by the galeb duhr in the Monster Manual II?
A. A 24-cubic-foot boulder has the following statistics: M 3"; AC 0; HD 10; A 1; D 5-30. The
spell's effect is slightly better than the galeb duhr's ability. A statue of the same size with a
human shape would have the same armour class and hit dice, but would move at 9" on its legs
and strike twice per round for 2-16 hp damage per blow. Neither of the above "rocks" is as
good offensively as the elemental a druid could get with a conjure earth elemental spell at the
same level, but the animated rocks are not baulked by water nor dismissed by a holy word
spell,
A. The bolt from a call lightning spell ends at the water's surface, but its 1" radius of effect
extends below the surface and has its full effect on any submerged creature therein.
Q. What are the effects of the disabilities inflicted upon appendages by the heat metal and
chill metal spells?
A. I recommend that you drop the disability effects of the heat metal spell and its reverse. The
damage inflicted alone is sufficient for a 2nd-level spell.
Q. Can a wall of fire be formed into a circle around a target so that the hot side faces in
toward the target?
A. Yes, it can.
More first edition questions and answers:
Q. Will a creature under a fear effect return attacks made upon it?
A. A creature affected by fear ignores any attacks made upon it unless it is cornered and
cannot flee. The creature fights at no penalty, although it might still drop items it carries (see
the PHB, page 76). If the creature is in flight, attacks upon it are made against its rear armour
class (no dexterity or shield bonuses).
Q. Can a lightning bolt spell be cast vertically or at right angles to the caster, or must it be cast
in line with the caster?
A. A lightning bolt spell must be cast so that the bolt is in line with the caster and his target.
The bolt may be cast in any direction, including straight up, as space permits.
Q. How do you handle the effects of a stinking cloud spell? How can any creature move out of
the cloud if it is rendered helpless?
A. A successful save versus poison indicates that the creature moves out of the cloud
immediately and is helpless for a full round afterward. A failed save indicates that the creature
is helpless for 2-5 rounds before leaving the cloud, remaining helpless for one round after it
emerges.
Q. Can a creature's throat or mouth be sealed with a hold portal or wizard lock spell?
A. No. A closure to be sealed by a hold portal or wizard lock spell must be of wood, metal, or
stone.
Q. Does the caster of a dispel magic spell have to check to see if his own spells are dispelled?
Will a minor globe of invulnerability prevent a dispel magic spell from working?
A. A dispel magic spell automatically works on the caster's own spells; a die roll is required to
determine its success on all other magic. The two globe of invulnerability spells can be
dispelled; note also that they are visible. If any globe of invulnerability is dispelled, then all
other magical effects in the dispel magic spell's area of effect are subject to its effects. If a
globe of invulnerability is not dispelled, it protects all magic effects within its area of effect.
There are some spells that cannot be dispelled; anti-magic shell and wall of force are two
examples.
Q. I don't understand what the area of the first-level illusionist spell phantasmal force should
be.
A. The base area for a phantasmal force spell is four (scale) square inches, meaning 10'x40'
(400 square feet) or any set of dimensions not exceeding 400 square feet. The area increases
by one (scale) square inch (100 square feet) per level.
A. The cone is ½" wide at its origin, 2" wide at its terminus, and ½" long per level of the
caster. As noted in the previous question, these are scale inches, such that 1" = 10'. Thus, the
cone is 5' wide at its origin, 20' wide at its terminus, and 5' long per level of its caster.
A. Unseen servants may move in all three dimensions at a rate of 12", subject to the spell's 3"
radius. Thus a servant can move along with its caster at normal walking speeds.
A. Yes, probably. Polymorph self allows spell-casting if the new form has prehensile digits
and is capable of speech. Note, however, that all equipment carried polymorphs with the
caster, so spell components won't always be available. If a polymorph other spell was used,
the victim might "lose" his components as above, and he will lose all memories and abilities if
he assumes the mentality of his new form. What happens when a character is reincarnated is
up to the DM. Generally, the character can still use his professional skills if his new form will
physically allow it, although further advancement is not always possible.
Q. When a Mordenkainen's disjunction spell is cast, how do you determine the effects on
magical items? Will an anti-magic shell or wall of force keep the effects of the disjunction
out? What if only part of a spell's area of effect overlaps the area of the disjunction?
A. Items in the possession of the spell caster are immune to the spell's effects. Items in the
possession of other creatures gain their possessors' saving throws versus spells, with all
adjustments. Items that are by themselves can be disjoined using the dispel magic spell's
system (comparing the caster's level versus the level at which the magical item was created).
Potions and scrolls are treated as if created by 8th level magician; permanent magical items
are treated as if created by 12th level magician. If any portion of a spell's area of effect
overlaps the area of the disjunction, the entire spell is disjoined. A wall of force can be so
disjoined, and it will have no effect on the disjunction spell. Treat the chance for disjoining an
anti-magic shell as that for an artifact, but with no chance for attracting the attention of a
powerful being (see Unearthed Arcana, page 65). If an anti-magic shell is unaffected, it
protects all magic within its area; if the anti-magic shell is disjoined, all magical spells,
effects, and items within the area of the disjunction are subject to its effects.
Q. How do you determine the effect of a sleep spell on a group of mixed creature types?
A. This is up to the DM. He may rule that weaker creatures are affected first, or he may allow
the caster to choose whether the more powerful creatures or the weaker creatures are affected
first. He may also rule that creatures closest to the centre of the spell's area of effect are
affected first. The DM can choose any of these methods as long as he uses the same method
all of the time. If weaker creatures are affected first, the DM should roll to see how many of
them are put to sleep and apply the effects. If all of the weaker creatures were put to sleep by
the spell, and if the number of potential victims rolled was greater than the number actually
affected, the DM may then take half of that difference (dropping fractions) and apply that to
the next most powerful group of victims. For example, a magician faces a group of six 1-1-
HD creatures, two 1-HD creatures, and one 3-HD creature. The DM rolls 4d4 and gets a 10.
The six 1-1-HD creatures fall asleep, leaving a difference of 4. Half of 4 is two, so the two 1-
HD creatures fall asleep, leaving the 3-HD creature unaffected. In another example, the
magician faces four 1-HD creatures and one 4 + 1-HD creature. The DM rolls 2d4 and gets a
5. Four 1-HD creatures fall asleep; the difference is 1, but nothing remains after 1 is reduced
by half and all fractions are dropped. Even if the result of the 2d4 roll had been an 8, the 4 +
1-HD creature would not be affected (8 - 4 = 4, ½ x 4 = 2, but no monsters were present in
the 2 + 1 to 3-HD category). The PC should not have everything his own way!
Q. How does an anti-magic shell work? Does it destroy any spell with which it comes in
contact? Can the caster cast spells through the anti-magic shell?
A. An anti-magic shell negates all magic within its area of effect. The caster's spells (which
originate within the shell) are also negated, although they may remain after the shell's
duration expires if their own durations are long enough. Note also that the shell causes
magical items within its area of effect to cease functioning. In any case, the shell does not
function like a dispel magic spell. Magical items are not destroyed by the shell; they merely
cease to function while within it. If their duration permits, magical effects will still function
when they are taken away from the shell or when the shell's duration expires. For example, a
continual light spell cast upon a rock will be negated only as long as that rock is within the
shell; the continual light spell functions normally afterward. If part of a magical effect's area
extends into the shell, only the portion within the shell is negated; the effect functions
normally outside the shell. However, if a spell with an instantaneous duration is cast so that its
centre is within the radius of the shell, the spell is completely negated. For example, if a fire
ball were cast so that it would detonate inside an anti-magic shell, there would be no effect. If
a fire ball were cast so that it would detonate outside the shell, however, only the portion of
the fire ball crossing into the shell would be negated.
Q. Will a haste spell double the movement rate of a character with a fly spell or broom of
flying? Will it double the movement rate of a character who is under the effect of a potion of
speed?
A. Haste spells do not increase the movement rate of a fly spell or of a conveyance, such as a
broom of flying or carpet of flying. Haste will double the speed of other creature affecting
magic, such as a potion of speed or boots of speed. Two or more haste spells are not
cumulative. Remember that haste and potions of speed cause magical
ageing.
Q. Isn't the seventh-level illusionist spell weird overpowered? A spell that is capable of
producing Hades or Hastur is a bit unfair.
A. It is unlikely that Hades or Hastur will be conjured by a weird spell, as deities of this
power are almost never the personal nemeses of mere mortals (of course, if the spell were cast
at a deity-class creature, it might produce such opponents). If the spell is cast against an orc,
it's likely to produce a hobgoblin or a gnoll at most. It is up to the DM to adjudicate any use of
this spell reasonably and fairly (see Unearthed Arcana, page 71).
A. No; a magic missile always hit its target unless it is protected by certain magic (a shield
spell or a brooch of shielding, to name a few).
Q. Will a stone skin spell protect a creature from the hailstones produced by an ice storm
spell?
A. An ice storm will affect a creature protected by a stone skin spell. Although the hailstones
are projectiles of sorts, they are a magical attack just as are magic missiles. An ice storm or
other attack that damages the protected creature does not end the stone skin spell, as the
dweomer lasts until it foils a physical attack (see Unearthed Arcana page 57).
Q. How can damage to a simulacrum be repaired? Will cure wounds, raise dead, or
resurrection spells work? If a simulacrum is slain, does it return to a pile of snow?
A. The various cure wounds spells will not work on a simulacrum; raise dead and resurrection
will not work either, as the simulacrum was never alive. Whether or not a slain simulacrum
crumbles into a pile of snow when killed is up to the DM, we recommend yes. Damage to a
simulacrum might be repairable if the DM allows it. We suggest a new seventh-level spell for
this purpose (or a recasting of the simulacrum spell strictly for purposes of repair) or perhaps
a magical tome. The costs of repair should be from 300 to 500 gp per hit point in any case.
Q. Can a magician use magic jar to transfer his own essence into a simulacrum?
A. Yes, but only after the simulacrum has been given a vital force with a resurrection spell.
The attempt at magic jar is then resolved normally.
Q. Can a magician complete only the somatic component of a spell, leave the material
component behind, then trigger the spell with magic mouth?
A. No. All the components of any spell must be completed together; withholding or
interrupting any of them ruins the spell. And, magic mouth cannot be used to cast any spell,
not even a purely verbal one.
Q. Can two different spell casters charm the same creature, or will the two spells cancel each
other out?
A. There is no limit to the number of times that a creature can be charmed. If multiple charms
are cast upon the same creature, each caster will be able to influence the subject. The DM will
have to decide what the creature will do in the face of conflicting instructions. It's likely that
the charmed creature, being "best friends" with both casters, will try to reconcile any
arguments between them.
Q. Can the recipient of the second-level magician spell invisibility see himself? Does an
object dropped by the recipient become visible? Does an object picked up by the recipient
become invisible? The book says that any attack will end the invisibility; does this include the
casting of any spell or just attack spells?
A. The recipient of an invisibility spell is invisible even to himself. Any equipment carried by
a creature at the time the spell is cast becomes invisible with the creature. If the creature puts
an item down, the item becomes visible, but if an invisible creature picks up a visible object,
the object stays visible. Non-damaging spells will not make the recipient visible, but any
action intended to harm another creature will.
A. The only limit is the spell's duration and 20'/round movement rate (or 10'/round if cast on
another creature). Smart players will make sure that their PCs leave enough unused duration
to get safely back to the ground.
General questions
Q. How many spells does a 1st-level magician have in his book? The DMG (page 39) says
four, while the PHB (page 10) sets a minimum and maximum according to intelligence. When
does the magician add spells to his book?
A. For a beginning character, ignore the minimum number of spells on Intelligence Table II in
the PHB (page 10). A 1st-level magician has a book of four spells, as per the DMG, page 39.
He does not roll his "chance to know" for these spells. As the magician gains levels, he gains
new spells as part of his training. It is best to simply give the magician a new spell for his
book each time he gains the ability to cast an additional spell. For example, a 1st-level
magician can cast one first-level spell. When the magician reaches 2nd level, he can cast two
first-level spells, and he gains an additional first-level spell for his book. His intelligence still
determines the maximum number of spells of each level he can have in his book, and his
chance of successfully writing any given spell into his book. The DM should select the new
spell, and the magician must successfully make his "chance to know" roll in order to gain it. If
the roll fails, the DM should assign another spell. To allow magician PCs more options when
choosing spells, you might give each such PC an extra 2nd, 3rd, 4th, or 5th-level spell when
the magician first gains the ability to cast it (this will occur at 3rd, 5th, 7th, and 9th level,
respectively). The magician can also try to add spells to his book when he finds them on
scrolls or in captured spell books. The magician rolls his "chance to know" and, if successful,
may add the spell to his book. The spell disappears from the scroll or book when the magician
adds it to his book. If, during the course of play, the magician has tried every spell of a given
level but has fewer spells of that level than the minimum for his intelligence score, he can go
back and try to learn one or more spells a second time. For more information, see "Spelling It
Out", in Dragon #147.
A. This is up to the DM. There are two schools of thought here. One holds that a spell is a
discrete, independent event involving a fixed amount of magical energy. Once the event
begins, it runs like clockwork; only anti-magic in some form (dispel magic, anti-magic shell,
etc.) will keep it from running its full course. The other school holds that the caster must be
alive to act as a channel for the energy the spell requires. No matter which school you follow,
there will be some exceptions. For example, any spell requiring concentration from the caster
will end if the caster dies. Spells that are permanent will remain after the caster dies.
Q. Many AD&D game spells require the caster to touch the recipient. Once the spell is cast,
how long does the caster have to deliver it? Is there a limit on how many touch attempts the
caster can make?
A. Some campaigns allow a caster to hold a spell "on hands" indefinitely, provided that the
caster does not attempt to cast another spell. The spell "on hands" is discharged when the
caster next touches someone or something. Some DMs rule that the spell remains only as long
as the caster concentrates on touching a recipient, the spell is lost if the caster abandons the
touch attempt for any reason.
Q. Page 40 of the DMG refers to "various chances for spell malfunction". What are these
chances, and where can they be found?
A. There is no spell malfunction table, but the AD&D 1st Edition game is liberally peppered
with spell malfunction chances. Saving throws can partially or completely negate a spell, low
wisdom scores can affect clerical spell-casting, casting a spell from a scroll is not a sure thing
if the caster's knowledge is incomplete, and magic resistance can play havoc with spells. Page
40 refers to these miscellaneous rules.
Q. How often can a character go to sleep and then regain his spells? Does a character who
goes to sleep retain any uncast spells?
A. A spell-caster can go to sleep at any time (after the proper study or prayer) and regain his
spells, even if it isn't "bedtime". We suppose that insomnia could strike a character who sleeps
too often, but this is up to the DM. Sleeping does not cause a spell caster to forget his spells.
Dragon #155 wrote:
Monstrous Compendium
Q. After purchasing the first two volumes of the Monstrous Compendium, I cannot help but
have the sneaking suspicion that devils and demons are not going to appear in any of the new
monster tomes. I, for one, would be disappointed if these most villainous of villains are to be
excluded from the AD&D game. In short, are devils and demons going to appear in any
AD&D 2nd Edition reference books, or has society reared its ugly head once more to thwart
creativity and enjoyment?
A. The answer, in short, is at present there are no plans to include devils, demons, and similar
creatures in the AD&D 2nd Edition game. Society has not reared its "ugly head". In fact,
society is the source of creativity and enjoyment, gamers, game producers, and game
columnists are part of society. Society as a whole is not down on gamers; some people I know
who make it a hobby to study the anti-role-playing movement tell me the whole brouhaha is
the work of less than a dozen people, most of them in the United States, who were well
known for their questionable religious dogmas long before the D&D and AD&D games came
on the scene. No major religious sect or denomination officially opposes the D&D game or
any other role-playing game. These few individuals have been able to fool a lot of people into
believing their propaganda by pointing to a few items in the old AD&D game books and
saying, "This is a satanic game". The unsuspecting public, being uninformed about role-
playing and disinclined to actually read the books themselves, started buying this vituperation.
The demons and devils in the old Monster Manuals were a prime weapon in the campaign of
misinformation directed against gaming, so they were dropped from the new edition. It's
possible that demons and devils will be revised into a format that preserves their usefulness in
adventure design and does not give the game's detractors cheap ammunition, but that format
hasn't been found yet. In the meantime, the revamped dragons and giants, which have been
given a tremendous boost in the Monstrous Compendium, should do a nice job of filling the
role of ultimate adversary.
Q. Do monster shamans who cast clerical spells get bonus spells for high wisdom? How does
one calculate a monster's wisdom score?
A. This answer is up to the DM, but only true clerics should get bonus spells. For example,
creatures such as dragons that have the ability to cast clerical spells do not receive bonus
spells due to high wisdom because they are not members of the cleric class. Generally, a
creature's wisdom score falls into the same range as its intelligence score; see the introductory
section of the Monstrous Compendium, Volume I.
A. You can photocopy TSR's game products if you are doing it for your own use and not for
sale. You can also get a replacement booklet by returning the misdrilled copy and requesting a
new one. Send it to: The Mail Order Hobby Shop, c/o TSR, Inc., P.O. Box 756, Lake Geneva
WI 53147, U.S.A. Put the words "defective product" somewhere on the package. Enclose a
letter giving your name and address, and state where and when you bought the product. Note
that a replacement "vampire " page was run in Dragon #150; you can also get one by writing
the address above.
Q. There seem to be several problems with the new dragon descriptions. Does the combat
modifier really apply to both attack and damage rolls? If so, how can a really big dragon ever
miss? How much damage do black dragons really do with their breath weapons? What does
the "MT" column mean on the black dragon's statistics table? Why are separate body and tail
lengths given for each dragon type? What is the correct tail length entry for great wyrm
bronze dragons? How many times can a dragon use its breath weapon each day? The text on
dragons seems to imply that dragons have no limit on how often they can use breath weapons,
but the dragon turtle's description strongly implies that the limit is three times per day.
A. A dragon's combat modifier applies only to its damage rolls; the reference to attack rolls is
left over from an earlier version of the manuscript. From age category five on, one digit has
been dropped from the black dragon's breath weapon rating; starting from age category one,
the column should read: 2d4+1, 4d4+2, 6d4+3, 8d4+4, 10d4+5, 12d4+6, 14d4+7, 16d4+8,
18d4+9, 20d4+10, 22d4+11, and 24d4+12. The "MT" is a typo; it should read "MR" for
magic resistance. Only a dragon's body length is considered when calculating a dragon's size
rating, since the tail is very thin. Also, damage to a dragon's tail does not really harm the
dragon; only hits on the body and wings are telling enough to reduce the dragon's hit points.
This makes dragons a little less vulnerable to mob tactics. A great wyrm bronze dragon's tail
is 100- 110' long. In the core AD&D 2nd Edition rules, a dragon can use its breath weapon
three times a day, once every three rounds. To make fighting dragons less of a certain thing,
however, I suggest you make the interval between breath weapons variable (roll 1d3 for the
number of interval rounds). An alternate method for determining the number of a dragon's
breath weapons used each day is discussed in "The New Ecology of the Dragons", in Dragon
#146.
A. To my knowledge, Tiamat and Bahamut, the Chromatic and Platinum Dragons, are not
scheduled to appear in any volumes of the Monstrous Compendium. They might, however,
appear in the revised Legends & Lore tome.
A. Generally, a burrowing dragon can burrow only through things found in its home terrain.
Thus, a white dragon can burrow through ice and snow, and a brass dragon can burrow
through sand. Note that all dragons can dig, but only burrowing dragons do it fast enough to
be given a movement rating for doing so.
A. I suggest rolling 2d4. This keeps hatchlings safely at home and restricts the really powerful
older dragons to set encounters placed by the DM, probably close to their lairs, which they
tend to guard jealously.
Q. How come dragons are allowed armour classes better than -10 when the DMG limits
characters to -10?
A. Dragons aren't characters; they are among the most powerful beings on the Prime Material
plane. If your campaign allows PCs to live and grow for more than a millennium, as dragons
do, go ahead and let them break the AC -10 barrier after they've adventured for 1,000 years.
Q. What is the spell detect gems, and why do gold dragons have it?
A. There is no such spell. The gold dragon's ability is explained in the monster's description.
Precisely why gold dragons have this ability is unrevealed.
A. The "nil" alignment rating is a holdover from an early draft of the Monstrous Compendium
material. Originally, a rating of "nil" indicated that a creature was not intelligent enough to
have an alignment at all. However, the "nil" rating was dropped during rewriting and should
have been replaced with the neutral alignment.
Q. Do fire balls or other heat-related attacks do any additional damage to creatures such as
frost giants or white dragons?
A. No. Unless a creature's description lists a special vulnerability, or unless an attack form's
description lists a special damage bonus, assume the target of any magical attack is affected
normally.
Q. How can a fire giant be totally immune to red dragon breath, which can do up to 24d10+12
hit points damage, and still be vulnerable to fire balls, which do a relatively paltry maximum
of 10d6 hit points damage?
A. This was the subject of heated discussion during the game's production. Ultimately, the
winning argument had two points. First, dragon breath is not magical fire; the flame produced
inside a dragon is not the same as the fire in a fire ball or wall of fire spell. Second, making
fire giants immune to fire would imbalance the game because so many attack spells are based
on fire. Still, there are plenty of non-fiery attack spells, so your campaign isn't likely to suffer
if you decide to make your fire giants completely fire resistant.
Q. Will wolverines, whales, and sharks be included in future volumes of the Monstrous
Compendium?
A. Yes. Sharks and wolverines are included in volume 2 (TSR product #2103), which is
available now. (Sharks and wolverines are not listed in volume 2's alphabetical index, but the
information is there.) Whales are included in volume 3 (TSR product #2104), which is also
available.
Q. What is a werebear's intelligence rating? The listing says exceptional, but the number
rating is given as (11-12) while the introduction says the range for exceptional intelligence is
15-16.
A. The numbers in the werebear's statistics are wrong. Werebears are exceptionally intelligent
(15-16).
Q. What is the experience-point value for a noble genie? How are experience-point values
figured, anyway?
A. A noble genie is worth 6,000 xp; the number is listed but in the wrong column. Complete
experience-point tables are given in the 2nd Edition Dungeon Master’s Guide, page 47.
Q. Shouldn't liches have 10 + HD now that wizards are limited to 10 HD? Isn't 7,000 xp a bit
low for a high level lich?
A. You can give a lich 10 hit dice, or you can assume it picks up an extra hit die in the
process, of becoming a lich. According to my calculations, an 11-HD lich should be worth
12,000 xp (base 2,000; AC 0, + 1; high intelligence, +1; immunity to any spell, + 1; hit only
by magical weapons, +1; level 3 or greater spells, +2; paralysis, +2; fear, +2). Liches that
possess and use magical items against the party are worth an extra 1,000 xp, and high-level
liches should be worth an extra 1,000 xp per level over 11th.
Q. Shouldn't soldiers have more than 1 hit point? After all, farmers have 1-6 hit points.
A. Common soldiers are usually militiamen or part-time soldiers, so they have 1-6 hit points,
just like the farmers they actually are when they aren't fighting. Professional and veteran
soldiers have 1-10 hit points per level.
Q. Why was the huecuva renamed? Can creatures with infravision automatically recognize
these creatures for what they are?
A. The creature was accidentally renamed "heucuva" while volume 2 was in production.
Since it is impractical to reprint most of volume 2 to get the correctly spelled "huecuva" in
proper alphabetical order, the creature has been officially renamed. Heucuva (the name is the
same in singular and plural forms) appear to be common skeletons when viewed with
infravision, no matter what guise they have adopted using polymorph; a party using
infravision will simply not be able to distinguish them from regular skeletons. Note that torch
or lantern light, which is necessary for making maps, spoils infravision and keeps all
characters with infravision from seeing a heucuva's skeletal form. (The shadow cast by a
polymorphed heucuva will be that of the shape it has assumed, not that of a skeleton.)
Q. How much damage does a korred do? The number range is given as 3-6 hit points damage,
while the damage-dice type is given as 1d2+4.
A. A melee hit from a korred does 5-6 (1d2+4) hit points damage.
Q. There seem to be a few errors in the rear-claw damage ratings for the various great cats.
A. There are. The correct (single claw) ratings are: cheetah, 1-2 (1d2); jaguar, 2-5, (1d4+1);
leopard, 1-4; common lion, 2-7 (1d6+1); mountain lion, 1-4 (1d4); spotted lion, 2-8 (2d4);
giant lynx, 1-3 (1d3); tiger 2-8 (2d4); smilodon 2-8 (2d4).
Q. Aren't one leader and three assistants for every three orcs simply too many leaders and
assistants?
A. Yes. The correct number is one leader and three assistants for every 30 orcs.
Q. Can a rope trick spell be cast downward or sideways, so that the caster has to climb down
or across to get into the extra-dimensional space? How big is the extra-dimensional space?
Can the spell be cast underwater to form an air pocket?
A. The rope must always be cast upward. The extra-dimensional space is big enough to hold
eight man-size creatures and is about 10' high, 10' long, and 20' wide. The spell can be cast
anywhere there is enough space to allow the rope to rise the required 5-30'. However, if the
spell is cast underwater, the extra-dimensional space will fill with water.
Q. How many pinches of dust of disappearance are commonly found at one time?
Q. Will a wish to increase an ability score subject the wizard casting the spell to a three-point
penalty to strength even if he is increasing his strength by one point?
A. Yes. The wizard suffers the penalty if he raises an ability score (his own or anybody
else's). In the unusual case you pose, the temporary subtraction comes from the wizards new
strength score.
Q. How does spell-casting affect melee? Is there a bonus for attacking a spell caster while he
is casting a spell?
A. A spell caster may not attack during any round in which he casts a spell, and he may not
use his dexterity bonus to benefit his armour class in order to avoid an attack while casting
that spell (he'll ruin his spell if he does so). The spell caster is not otherwise impaired,
however, and attacks against him are made normally.
Q. Can a spell-caster use the same spell more than once per day by memorising it more than
once?
A. Yes, but each spell memorised fills one "slot". For example, a wizard who can memorise
three first-level spells could memorise a magic missile spell three times, but could take no
other first-level spells.
Q. I understand that a magician can cast only the spells in his book, but how often can a spell
in a book be cast? A friend told me that a 1st level magician can cast only one spell per day,
but the DMG says that a 1st-level magician has a book of four spells.
A. You seem to be confused by the difference between the number of spells a magician can
have memorized at any given time and the number of spells that he can have written in his
spell book. The number of spells that any magician can have memorized at any one time is
given on the "Spells Usable By Class And Level" chart in the PHB (page 26). To use the
chart, find the level of the spell caster (first column). The total number of spells his brain can
hold is given to the right of his level. For example, the "Magicians Spell Level" line for a 4th-
level magician reads: 3|2. This means that a 4th-level magician can memorize up to three first
level spells and two second-level spells. When a magician prepares for an adventure, he
studies his books and commits spells to memory, up to his "full load". When he casts one of
these spells, the memory of it goes away (as explained on page 40 of the PHB), and he must
memorise it again before he can cast it again. The number of spells a magician can have in his
spell book is determined by his intelligence score. There are two ways, however, that the
magician could cast a spell without memorizing it first. The first is by using a scroll, a
temporary magical writing. Any time after a magician has studied a scroll while using a read
magic spell, he can read that scroll aloud and cast the spell written on it, whether or not he has
that spell memorised. A spell written on a scroll can be cast once only; the writing disappears
when the spell is cast. (See pages 100-101 of the 1st Edition PHB and pages 127-128 of the
1st Edition DMG for more information on the use of scrolls.) The second is to read the spell
directly out of the spell book. This causes the spell to disappear from the book (so that the
magician cannot memorise it again until he can write it into the book again) and may also
cause other spells to disappear from the book (see page 80 of Unearthed Arcana for more
details on casting spells directly from books).
Q. The information on spell books on page 79 of Unearthed Arcana does not match the
information as originally presented in Dragon #62. Is this an error or an editorial change ?
A. The information in Unearthed Arcana is correct and applies to all spell books. This was an
editorial change based on play-testing results.
Dragon #156 wrote:
Unusual Stuff
Sheesh! What kind of games do you people play, anyhow? Do you really encounter these
problems in play, or do you just sit around thinking of strange questions to send me? Here we
go:
Q. If a wizard cast an anti-magic shell spell on himself at the same time a beholder aimed its
anti-magic ray at him, which effect would prevail?
A. Anti-anti-magic: The question is moot since both effects produce the same results: the
temporary suppression (not dispelling) of all magic. (Artifacts function, but any spell-like
effects they produce are suppressed.) Both effects work normally, even in the area of overlap.
Q. My 9th-level ranger was changed into a glass of water by a powerful magician using a
wish spell. After killing the rest of the party, the magician drank my character. The DM said
my character is dead, but I say my character 's essence has mingled with the magician's. Who
is right?
A. Watery ranger: I have my doubts about the validity of the wish. Since it was used against a
character directly, I'd treat it as a permanent polymorph any object spell. Such a wish could be
dispelled so long as the water-character stayed intact. Once the water is spilled, evaporated, or
consumed, the character's "essence" is scattered or destroyed, and only another wish will
restore the character.
Q. Can a human be cleanly killed, enlarged, have permanency cast on him, then be raised or
animated without the caster of the permanency losing a constitution point? How about
animating the corpse, then enlarging it and making it permanent-would the caster of the
permanency spell lose a constitution point then?
A. Enlarged corpse: A corpse is an object. Use the rules for non-living objects when
adjudicating the results of enlarge or permanency spells. A zombie, however, is a creature
(even if it is biologically dead). In the AD&D 1st Edition rules, a magician who enlarged a
corpse and cast permanency on it would have only a 5% chance to lose point of constitution
(see the 1st Edition DMG, page 46), because he was working with an object. The AD&D 2nd
Edition game does not make a distinction between permanent effects on objects or creatures,
but I think it's safe to assume this is an oversight. In either game, the enlarged corpse could be
as a huge, 1-HD zombie.
Q. How far can three bozak draconians (which are described in the Dragonlance Adventures
book) be hurled from a catapult if they were bound together and had their wings amputated?
What would be the range if they were launched singly? Would the ranges for other draconians
be similar?
A. Catapulted draconians: Light catapults hurl rocks that weigh 8-10 lbs. Heavy catapults
hurl rocks that weigh 20-25 lbs. Even a single draconian of any species placed on a catapult
would overload the machine so much that the catapult wouldn't fire at all. Trebuchets,
however, have a much larger load capacity, hurling rocks that weigh about 500 lbs, which is
probably about right for three draconians. Rocks, however, are a bit more aerodynamic than
any three wingless draconians tied together, so a draconian-firing trebuchet's range should be
halved, for a maximum range of 240 yards and a minimum of 120 yards. A single draconian
fired from a trebuchet is grossly underweight as well as unaerodynamic, producing an effect
akin to trying to hurl a slightly under-inflated beach ball. Use-the scatter diagram on page 63
of the 2nd Edition DMG. Treat the point labelled "intended target" as the trebuchet; a roll of 1
indicates that the draconian is hurled straight up into the air and lands right on the trebuchet
(or on top of its operators, at the DM's option). Any other roll indicates that the draconian
flies wildly off in the given direction. Roll 8d4 x 10 for the total distance in yards that the
draconian "flies".
Q. My character was recently polymorphed into a worm. Another character cut my character
in half. If the two halves were allowed to grow into two worms, would I have two characters
if the polymorph spell was dispelled? Wouldn't the two characters be identical and friendly
toward each other (not prone to kill each other as two clones would)?
A. Wormy PC: Characters retain their hit points and intellect when subjected to
polymorphing, so your character should have been the worlds smartest and tough est worm, at
least until he failed an intelligence check and assumed a worm's mentality (if a worm can be
said to have a mentality). Your character would be dead if chopped in half while still mentally
a "person". If the character reverted to worm mentality before being cut in half, it still would
be one tough worm (having your PC's hit points), but it might very well survive being
chopped in half if anyone were persistent enough to actually do it. Many DMs, however,
would rule that the polymorph spell could no longer be dispelled once the change in
personality took place. If the magic on either or both halves
of the worm were dispelled, you'd have one or two halves of a dead character. Each "new"
worm still is only half a character, even if allowed to grow into a whole worm.
Q. My deep gnome character lost both his legs on an adventure. The party's paladin
graciously carried my gnome in a jury-rigged papoose-type backpack. Could the paladin or
my character engage in melee using this arrangement? How much would a legless gnome
weigh?
A. Legless gnome: The character carrying the gnome is going to be encumbered, even if he
can handle the weight, because of the gnome's bulk. This means he'll suffer at least a -1
penalty to his to-hit rolls (see the 2nd Edition Player's Handbook, page 79); the penalty will
be worse if the gnome weighs enough to reduce the carrier's movement. The DM might also
add an initiative penalty equal to the combat penalty. The gnome could fight if his arms were
free. I suggest a -4 penalty to his to-hit roll and a +3 penalty to his initiative. Human, elf, half-
elf, and halfling anatomy generally follows the so-called Rule of Nines: The head takes up 9%
of the body's weight, each arm 9%, the chest 18%, the abdomen 18%, and each leg 18%. The
missing 1% is ignored. Gnomes and dwarves are stocky and carry less mass in their limbs.
The distribution of their weight always fails a saving throw, weapons' might be: head 9%;
each arm 8%, chest bonuses notwithstanding. Someone is 21%, abdomen 21%, and each leg
16%.
Q. If a bastard sword +6, defender was trampled by a triceratops, and the roll on the item
saving throw table was a 1 on 1d20, would the item fail because the roll was a 1 or would it
make the save because it needs a 6 to save and its pluses make up the difference? If the sword
did break, could it be remade with all its pluses? Would a wish completely restore the broken
sword?
A. Dinosaur versus magical item: In either edition of the AD&D game, a roll of 1 bound to
write to me and point out that the item saving-throw table in the 1st Edition DMG, page 80,
lists the numbers 1 and 0 in several places. When an item has a saving throw of 1, a roll of 1
still fails; however, if the DM assigns a circumstantial penalty, any adjusted roll of 1 or more
is a successful save. For example, a book falling 15' onto a hard surface has a modifier of -2 (
-1 for every 5' beyond the first 5'; if a 3 were rolled as a save, the save would be successful (3
- 2 = 1, still good). Items that have a save of 0 are immune to the listed attack form; for
example, liquids are immune to blows, even if their containers are not. A wish certainly could
restore the sword if all its pieces were present. Whether or not the sword could simply be
remade is up to the DM. I suggest that most enchanted items be rendered non-magical if
broken, though I can think of one or two classic fantasy stories in which broken magical items
were remade. If the item is very powerful (with a bonus of +4 or better), it might be remade if
it is simply broken, not disintegrated or reduced to ash or slag, and if it rolls a second save of
20. The item should get a bonus of +1 for every two magical bonuses the item has (artifacts
receive a +4 bonus to their saves). If the item fails the second save, it no longer radiates
magic; characters smart enough to use detect magic will know an attempt to repair the item is
a waste of time. If the save is successful, the repair should be made using the best possible
materials and a master craftsman of unequalled skill; finding either of these should be an
adventure in itself. If the DM really wants to prolong the player's agony, he can require the
being who will repair the item to make a successful proficiency check and maybe even make
a save versus spells to be successful.
Q. The rules say a fire ball detonates at a point designated by the caster or when it strikes a
solid object. What is the chance of an archer hitting the fire ball with an arrow and causing it
to detonate while in flight?
A. Shooting down a fire ball: I repeated this question to one of my regular playing groups and
got in return five bemused grins and the following straight-faced comment: "Gee, you'll also
need rules for [shooting down fire balls with] magic missiles and things like that, too." For the
record, hitting a fireball or similar missile with another missile, magical or not, is about as
likely as every creature on a world taking a step at the same instant, thereby creating
cataclysmic vibrations that shake the planet apart. That is, it's possible in theory but gosh darn
well near impossible in practice.
Q. Can a ring of regeneration restore a female character's maidenhood? Could this be done
well enough to fool a unicorn?
A. Regenerating maidenhood: Sorry, unicorns know their maidens too well to be fooled.
Under certain circumstances, a ring of regeneration can restore the, ahem, physical aspects of
a lady's maidenhood. A ring of regeneration can restore any damage or appendage loss if it
occurs while the ring is worn. For example, if a character wearing a ring of regeneration loses
a finger, the ring will eventually restore the finger. However, if the character loses the finger
and then dons the ring, the finger isn't regrown. In a similar vein, a ring of regeneration can't
be passed from character to character to provide a party with cheap healing. Damage that
exists before the ring is put on is not restored. Note that a clerical regenerate spell can restore
a lost limb at any time. In any case, maidenhood is a state of being. Once it is lost, it is lost
forever, regeneration notwithstanding.
Re-Saging
Q. In Dragon #148, you said elven chain mail negates a ranger's ability to fight two-handed
without penalty. Why is this? Armour made from elven steel has one-half the normal
encumbrance value, according to the 2nd Edition DMG. So elven chain mail weighs 20 lbs, or
5 lbs less than studded leather, which is the "heaviest" armour a ranger can wear and still
avoid the penalty.
A. Chain mail armour isn't all metal. Chain mail is a shirt of metal links worn over a padded
garment; this is necessary to keep the links from being driven into the wearer 's body when a
blow strikes. The padding weighs about 10 lbs, giving elven chain mail a weight of 25 lbs, the
same as studded leather. Second, weight alone is not the only factor. The armour's thickness,
stiffness, weight distribution, and general protective value also must be considered. While
elven chain mail weighs about as much as studded leather, it is still "heavier". Generally, any
armour type whose base armour class (before magical or dexterity adjustments) is AC 6 or
better is "heavier" than studded leather, even if it actually weighs less than 25 lbs due to
materials or enchantments, or both.
Q. In issue #138, you said that protection from evil effects do not keep undead at bay, except
for ghouls. Come on! Since all undead are magically created, they're all enchanted monsters
and all are thwarted by protection from evil. While we're at it, you also said that banshees turn
as specials, if they can be turned at all. Come on again! The rules say that clerics have power
over the undead, not some undead.
A. The only undead that are magically created are skeletons and zombies, which are created
with the animate dead spell. However, enchanted monsters are those brought into being with
conjuration/summoning spells, and animate dead is necromantic. Ghouls are hedged out
because their descriptions in the 1st Edition Monster Manual and 2nd Edition Monstrous
Compendium say they are. Still, the DM could rule that the normal undead creation process
(in which a being killed by certain undead beings becomes an undead creature, too) is
magical. Expanding the list in this fashion logically would include lycanthropes (which suffer
from a quasi-magical curse), golems (which are ritually created), creatures such as owlbears
and bulettes (commonly known to be magical crossbreeds), and gargoyles (which have
"magical natures"), and the list goes on. It's much better to draw the line early on. The rules
don't say that clerics have power over all undead. Banshees were left off the clerics versus
undead table in the AD&D 1st Edition DMG because they couldn't be turned in those rules
(see the 1st Edition Monster Manual, "Groaning Spirit"). Currently, banshees can be turned as
"special" undead (see "Groaning Spirit", Monstrous Compendium, Volume 2).
Q. In issue #148, you said all warrior characters are entitled to exceptional strength scores, but
a footnote on page 20 of the 2nd Edition Player's Handbook says halfling fighters do not roll
for exceptional strength.
A. You are correct. Score one for footnotes and for people who read them.
Q. In an earlier issue, you said a paladin's detect evil ability works just like a detect evil spell,
and that it could detect evil characters. Isn't there a section in the rules that says detect evil
spells don't work on evil characters?
A. There sure is. Check out the 1st Edition DMG, page 60. Evil characters don't always
radiate evil. Just for the record, I didn't actually say that; one of my editors did [It was me.
Roger]. While my editors are fine people whose timely interventions have more than once
caught my errors before I embarrassed myself in print, the shoe was on the other foot this
time.
Q. Why does a paladin's immunity to disease protect him from attack by green slime, violet
fungi, and other plant monsters?
A. In my opinion, it doesn't. My editor [me again] assumed that since green slime can be
killed with a cure disease spell, paladins must be immune to its effects. However, green slime
is a monster with the ability to destroy flesh, wood, and metal. A disease is a malady caused
by a pathogenic organism; a paladin's immunity to disease does not protect him or his
equipment from a green slime's attack, its susceptibility to cure disease spells
notwithstanding. Similarly, a violet fungi's flesh-destroying attack works on paladins, even
though cure disease spells halt its effects. Furthermore, paladins can get infected wounds (if
your campaign considers them), as these are not diseases per se; cure disease spells also
remove such infections.
Q. In issue #146, you discussed the enchant an item spell and said that a magical weapon's
bonus was not a spell effect. What about the enchanted weapon spell?
A. As described in the AD&D 1st Edition game, the fourth-level spell enchanted weapon did
not produce a true "plus". The spell allowed the recipient weapon to harm creatures hit only
by magical weapons, but it did not bestow any bonuses whatsoever. Consequently, I tread
lightly around the subject in the column. The new enchanted weapon spell, however, does
bestow a true bonus and is useful for enchanting most weapons, as described in the 2nd
Edition PHB, page 157.
Q. In issue #149, you said that result shifts actually change the colour of results obtained on
the Gamma World game's ACT. Doesn't the rules supplement included with the game
contradict this?
A. It sure does. The rules supplement, page 2, is correct; the column was wrong. As one
reader pointed out, changing an attacks damage multiplier, but not the ACT colour, allows for
hits which do no damage but that still cause special effects. For example, laser blasts might
blind mutants with infravision.
Dragon #157 wrote:
Q. Can a simulacrum be healed with a cure light wounds spell? How would a spell such as
enlarge affect a simulacrum? Can a character detect a simulacrum just by talking to it awhile?
How do spells like dispel magic and anti-magic shell affect simulacrums? Since simulacrums
are made of snow, are they especially susceptible to fire or heat?
A. A simulacrum, once completed, is a creature, not an object, made of non-living matter; it's
a construct something like a golem. Most spells that affect creatures also affect simulacrums.
Spells like magic missile, ray of enfeeblement, haste, and protection from normal missiles,
which affect only creatures, also work on simulacrums. So do spells like charms and holds, if
the creature that the simulacrum duplicates can be affected by those spells. A simulacrum is
composed entirely of non-living matter and is not truly alive. Consequently, curative spells do
not work on simulacrums, and repairing damage done to them is a difficult and costly process
(see the PHB, page 186). (In the AD&D 1st Edition game, a simulacrum could be enlarged or
reduced at the lower, non-living matter rate.) Simulacrums do not need to breathe or eat,
through they usually do so to avoid detection. Once completed, a simulacrum cannot be
dispelled or rendered non-functional by a dispel magic spell. Anti-magic shells keep
simulacrums and other magically created creatures at bay (see the PHB, page 173), but
protection from evil in any form does not. A Mordenkainen's disjunction spell can destroy
simulacrums just as it can destroy magical items; the creature's chance to resist the disjunction
is based on its creator's level (or on level 14, if the creator's level is unknown). Simulacrums
usually cannot be detected by non-magical means, since each one is a functioning replica of
some creature; however, the replica's degree of accuracy is variable (see the PHB, page 186),
and the DM might give players subtle clues as to the creature's actual nature. Very poor
simulacrums (having less than 55% of the original's hit points and knowledge) probably shy
away from flame or intense heat, and they might speak in monotones. Characters who are
quite familiar with the original creature should have no problem finding gaps in the
simulacrum's knowledge, as even the best simulacrum has only 65% of the copied creature's
knowledge and personality, but all such clues to the creature's true nature should be provided
through role-playing. For example, a simulacrum of a character might lack the original's zest
for apple cider, lack an unusual non-weapon proficiency, and lack the original's distaste for
undercooked meat. Only very perceptive players should be able to detect a simulacrum in this
manner.
Q. On the Thieving Skill Armour Adjustments table in the PHB (table 29, page 39), is the
"Elven Chain" column for magical or non-magical elven chain mail?
A. The information in the "Elven Chain" column applies to both magical and non-magical
armour. Though enchanted armour is easier to wear than non-magical armour (see the
encumbrance rules, PHB, page 79), enchantment doesn't reduce the armour's effect on
thieving abilities.
Q. Does a spell caster who is casting a spell in melee have to concentrate so hard that he loses
his dexterity bonus to armour class? Do attackers get a to-hit bonus versus a spell-caster who
is casting a spell? Can a magician cast more than one spell in a melee round?
A. Spell-casting requires considerable, but not total, concentration. Spell casting negates
dexterity bonuses to armour class, but does not otherwise make the caster easier to hit. Most
DMs allow spell casters to defend normally after a spell is completed, so that the caster can
use his dexterity bonus (if any) against any attacks made then. It usually isn't possible for any
kind of spell-caster to cast two or more spells in the same melee round, even if the caster is
using a haste spell or potion of speed.
Q. If a magician gets a magical item, such as an ioun stone that increases his intelligence,
does his chance to learn new spells and maximum number of spells per level increase? Does
he immediately get to try learning spells he has "missed" before? What happens to his spell
books if he loses the item? Does a magician have to delete spells from his book if an item,
creature, or curse lowers his intelligence score?
A. Even temporary increases in a magician's intelligence score increase the character's chance
to learn spells (the increase provided by an ioun stone is temporary because it lasts only as
long as the character keeps and uses the item). The character cannot immediately try to
relearn spells he has failed to learn before, but he can try them again at his increased success
chance when he gains a new experience level (see the PHB, page 16). The maximum spells
per level rule is optional. If your campaign uses it, the character's spell limit increases along
with his intelligence. If the character manages to learn a new spell and write it into his book
while his intelligence score is temporarily raised, it stays there even if his intelligence
subsequently drops. Intelligence losses of any kind do not affect spell books. However, the
DM could rule that not every spell could be replaced if the character's spell book is lost or
destroyed and had to be reconstructed.
Q. Table 19 (page 29), Ranger Followers, does not give levels for followers with character
classes.
A. Cleric and druid followers are of levels 2-5. Other single-classed followers are of levels 1-
6. Multi-classed followers have 1-3 levels in each class.
Q. Can thieves use shields? Bards are specifically prohibited from using shields on page 41 of
the PHB, but no such restriction is listed with the thief armour information on page 38. I
notice that table 38, Thieving Skill Armour Adjustments, has no entry for shields.
A. Thieves cannot use shields; only leather, studded leather, padded leather, or elven chain
armour is acceptable.
Q. If a spell-caster decides to cast a spell, but then loses initiative and is hit in combat, his
spell fizzles. Are such spells lost until the caster can memorize them again? What if the caster
is using a magical item? Can spell casters who have their spells ruined attack the same round
as the spells were lost?
A. Spells and scrolls are used up and lost if they are disrupted during casting. Some magical
items require a "casting" procedure that can also be disrupted; these include wands, staves,
and rods if the command word optional rule is in effect (this assumes that the "command
word" is actually a phrase or rhyme; perhaps the wielder must actually accompany the
speaking of the phrase or rhyme with some kind of somatic gestures). If wand, stave, or rod
use is disrupted, the appropriate charges are expended and lost. Rings, weapons, armour, and
miscellaneous magical items generally have very short command words or sequences (if they
have any at all) and usually cannot be disrupted. Some wands, staves, and rods that are usable
by non-spell casters, such as the rod of lordly might and wand of secret door and trap
location, tend to have very simple command words or sequences and also cannot be disrupted.
Spell casting and magical item use count as actions. A character cannot perform a second
action in the same round even if the spell or item's effect is disrupted.
Q. The rules in both editions of the AD&D game say that paladin must give 10% of his
income to a charitable institution. What defines income? My DM says income is all money
and wealth the paladin has, so my paladin tithes part of the same money again and again.
Would non-monetary wealth (such as a mount, property, or armour) be included in income?
A. Income is, literally, incoming or "new" wealth. Savings, equipment, and property are not
income. As explained in the AD&D 2nd Edition rules, however, tithing is not the limit of a
paladin's largess (see the PHB, page 28). The 10% tithe is paid immediately before the
paladin does anything else with his income. After his tithes and expenses are paid, a paladin is
obligated to donate the rest to a worthy cause.
Q. Can the armour class bestowed by a shield spell be enhanced with rings of protection,
bracers of defence, or other protective items?
A. No. The caster gets the armour class bestowed by the spell, or his own current armour class
as modified by magic and dexterity, whichever is better versus any given attack. However, the
spell's saving throw bonus is cumulative with dexterity and magic.
Q. Can a magician use a teleport spell to travel into and out of a castle built on a drifting
cloud? Or would the cloud's motion make teleporting impossible?
A. Unless there is some outside force preventing it (see the PHB, page 172), a character can
teleport from anywhere. Particularly strict DMs might rule that any momentum the teleporting
character has will carry over after the teleport is complete. For example, if a wizard teleports
out of a runaway mine car, he still might be in for a whopping impact at his destination.
Unless the DM decides that the magic needed to keep a cloud castle aloft blocks teleportation,
it is possible to teleport to that castle. Motion is not a factor in determining what constitutes a
viable destination for a teleport spell. In a sun-centred solar system, every piece of a planet's
surface constantly undergoes complex motions as the planet rotates, revolves around its star,
and hurtles through space with the rest of the system (not to mention any tectonic motions in
the planet's crust). Nevertheless, one can teleport to any place on the planet. The key word is
"place". A piece of ground, an asteroid, and a castle are all places and thus can be the
destinations of a teleport spell even if they are in motion. Any other place that can provide a
substantial surface as required in the spell description will also serve. Stability goes hand in
hand with substance in this case; a constantly changing surface such as a flowing stream,
patch of quicksand, or heaving ship's deck cannot be a destination for a teleport spell. Note
that carts, wagons, ships, and other conveyances are objects, not "places". A character can
teleport from such locations, but not to them.
Q. Can normal ageing raise a character 's ability scores above the character 's racial
maximum? Can it raise a score from 18 to 19?
A. The rules on ability-score minimums and maximums (see the PHB, page 20) make it clear
that the limits apply only to characters when they are being created. So if a character actually
lives long enough to get an intelligence or wisdom boost (these are the only ability scores that
increase with age), I see no reason why he shouldn't get the full benefit. Note that magical
ageing does not improve intelligence and wisdom; only actual life experience does that.
Q. What is the use of taking two or more days to write a scroll into a spell book when a
wizard can just memorize the spell from the scroll?
A. Scrolls are temporary magical writings good for one, and only one, use. I suppose a wizard
could memorize a spell from a scroll, but doing so would use up the scroll, as would writing
the scrolls spell into a book. This being the case, I should think the advantage of taking the
time to make a permanent record of the spell in a book is obvious.
A. The reversed spell changes dust, dirt, or mud into water. A wizard can create a 10' cube of
water per caster level, provided that enough material is on hand to be transmuted. A priest
converts one cubic yard (a cube 3' across each side) per caster level.
Q. Can the caster of the fifth-level priest spell rainbow choose a specific arrow even if it is not
the "next" in order? What is the order?
Yes, the caster can always choose which arrow to fire, provided it hasn't already been used.
The "next" arrow appears automatically only when the caster fails to request a specific colour
or when he requests a colour that has been already used. The arrow-colour order is just as
listed in the spell description: red, orange, yellow, green, blue, indigo, and violet.
Q. Is magic resistance in the AD&D 2nd Edition game affected at all by the spell caster's
level?
Q. What are-the size, speed factor, and other statistics for the scythe wielded by the minor
death produced by a deck of many things (see the DMG, page 166- 167)?
A. Speed factor is irrelevant in the case of the minor death; it always strikes first. In a
character's hands, a scythe makes a cumbersome weapon at best. I suggest the following
statistics: cost 5 gp; weight 7 lbs.; size L; type P/S (the blade has both a curved cutting edge
and a sharp point); speed factor 10; damage 2d4 (S-M)/1dG (L).
Q. Where is the table for determining what kind of coins can be found in a Bucknard's ever-
full purse? How long can the purse be empty before it becomes non-magical? I know the book
says, a few minutes, but what does that really mean?
A. The table was accidentally printed on page 160 of the DMG, under the heading "Bag of
Transmuting". Individual DMs are free to define "a few minutes", but I suppose 2-5 minutes
is a good base value. The real intent behind the "few minutes comment is to say that a
character is free to empty the purse and get his daily crop of coins, but must put at least one
coin back in before he goes off and does anything else. Most DMs rule that a coin of each
type must be present to get the full effect; for example, if a purse could produce silver,
electrum, and gold, then leaving just one silver piece inside would keep it functioning, but the
next day it would produce only silver pieces.
Q. How come chain mail costs less than armour that doesn't protect as the wearer well? Chain
mail, for instance, costs 75 gp, versus 120 gp for scale mail. This is a misprint, right?
A. No misprint. Scale mail costs more to make than chain mail, but its older, less efficient
design makes it inferior to chain mail. The same goes for ring mail (cost 100 gp). People who
know how to make chain mail needn't bother with scale or ring mail. What kind of armour is
available in any given campaign depends on the time period in which the game is set (see the
DMG, page 35).
Q. Can a ring of spell storing containing a find familiar spell enable a non-wizard character to
summon a familiar? How long would it take to cast find familiar from a ring of spell storing?
How does the "one attempt per year" rule apply to characters using a ring of spell storing?
A. It is perfectly reasonable to say that only wizards have the mental training to maintain the
empathic link between master and familiar. It also is perfectly reasonable to say that a ring of
spell storing is powerful enough to make any spell stored within it work for the ring's owner.
Individual DMs must decide on their own which is the case. Any spell cast from a ring of
spell storing has a casting time of five. The character who puts the spell into the ring,
however, must go through the spell's normal casting procedure. In this case, the wizard must
fire up the brazier full of incense and spend up to 24 hours casting. Note that this makes it
very unlikely that find familiar will be found in a ring of spell storing and. even more unlikely
that NPC spell casters can be hired to restore it to the ring. The "one attempt per year" limit
applies to both the ring and the owner; that is, only one attempt can be made each year with
any given ring, and a character who has two rings cannot try to summon a familiar twice in
the same year by using each ring once.
Q. My wife and I have a continuing argument over the properties of the vorpal blade. She
insists that strength bonuses are considered when determining whether the weapon severs a
victim's neck. I point out that the footnote on page 186 of the DMG says only the sword's +3
bonus affects the score required to sever.
A. This is probably the first time I've been asked to settle a domestic argument. Bonuses for
strength, specialization, spells (such as bless or prayer), situation (opponent surprised, prone,
etc.), or the like do not affect the score needed to sever. Thus, it is quite possible to solidly hit
an opponent, due to a good roll and high bonuses, but not sever his neck. In fact, the table
could, and probably should, read as follows (the same table can be used for the sword of
sharpness):
Q. The PHB says that rogues can have a maximum score of 95% in each of their special
abilities, but the DMG has a table on page 23 that shows scores of 99%. However, the same
table in the Dungeon Master's Screen shows no score above 95%.
A. The maximum score is 95%. The table in the Dungeon Master’s Screen corrects Table 19
in the DMG.
Q. Will a girdle of dwarvenkind allow a non-dwarf to get full benefits from a hammer, +3
dwarven thrower?
A. No; nor will the wearer suffer magical item malfunctions as dwarves do (see the PHB,
page 21).
Q. What is the correct formula for a fighter's individual experience awards, as listed in the
DMG, page 48? Does the fighter's level change the award? Is the award given for every
monster the party defeats?
A. The formula is the monster's hit dice multiplied by 10. The word "level" is a misprint. All
individual awards are just that; they are awarded to characters who do things without help
from other characters. For fighters, the individual award for defeating a monster is made after
a one-on-one contest.
Monstrous Compendium
Q. How come red dragons in the Monstrous Compendium have fewer hit dice than blue
dragons and no more hit dice than green dragons? What does the red dragon's THAC0 entry,
"7 (at 9 HD)", mean? Also, the example in the general information section says that a black
dragon's base hit dice is 10, but the black dragon's description says the base is 12 HD.
A. There is a typo in the red dragon's statistics. A red dragon's base hit dice is 15; a black
dragon's base hit dice is 12 (the example is wrong). All dragons' THAC0s are determined by
their adjusted hit dice, so a hatchling red dragon (9 HD) has a THAC0 of 11.
Q. Is there some mistake in the horse listing in the Monstrous Compendium? I mean, simple
riding horses have more hit dice and a better THAC0 than light or medium war horses, and
they move a lot faster than medium war horses.
A. There sure seems to be an error. If you want to cut riding horses down to size, just treat
them as light war horses with one attack (a bite) for 1-2 hit points damage. Regardless of
statistics, non-war horses are nervous creatures that are more likely to flee than to fight.
A. Those mysterious experience point values are part of an aborted attempt to do just what
you suggest, extrapolate juvenile abilities from adult abilities. However, this was dropped
during the editing process to keep things simple and to keep the revised giants more
compatible with the ones in the AD&D 1st Edition game. The juvenile experience point
values were printed in error and should be ignored; use the experience values from the
appropriate race when making experience awards for juvenile giants. If you want to derive
young giants' abilities from adult members of the race, here's the discarded system: To
determine an immature giant's age randomly, roll 1d4 A roll of 4 indicates an infant with no
combat abilities and -4 hit points per die (minimum 1 hit point/hit die). Other rolls indicate
juveniles with penalties to hit points, attack rolls, and damage done equal to the die roll.
Juveniles in the -3 category also do one less die of damage per blow. For example, a -1 hill
giant juvenile would have -1 hit point/hit die (with a minimum of 1 hit point/hit die) and a
THAC0 of 10, and would do 1d6-1 hit points of damage with its fists or 2d6+6 with a club. A
-3 hill giant has -3 hit points/hit die, a THAC0 of 12, does 1d6-3 hit points of damage with its
fist or 1d6+4 with a club. Juveniles can hurl rocks; their minimum range is the same as an
adult's, and the maximum range is equal to the adult maximum minus a value equal to 10
yards times the juvenile's combat penalty; the combat penalty also is subtracted from each die
of damage that the rock does (minimum of 1 hit point/damage die). For example, a -1 juvenile
hill giant can hurl a rock from three to 190 yards for 2d8-2 hit points of damage. Infant giants
are less than one-quarter the height of an adult, but are usually not less than one-sixth adult
height. Juveniles are anywhere from one-quarter adult height to full adult height; a -3 juvenile
would be from one-quarter to one-half adult height, a -2 juvenile would be from one-half to
three-quarters adult height, and so on.
Miscellaneous
Q, Can you play the FRE-series Avatar modules alter reading the books?
A. According to Avatar project coordinator Jim Lowder, the story as told in the three, Avatar
books "Shadowdale, Tantras, and Waterdeep" does not compromise play of the modules at
all. The books tell the story of a group of fallen deities struggling to regain their powers. The
modules deal with the mortals who help them.
Dragon #159 wrote:
Q. The description of the troll in the Monstrous Compendium says that any hit with a
"natural" 20 severs a limb. Does this apply to attacks against other creatures? If not, why does
the game have the seventh-level priest spell regenerate?
A. Trolls are thin and rubbery, and are prone to being hacked apart, although hacking apart a
troll doesn't do much good. Unless the DM creates his own critical-hit system, it's not possible
to hack limbs off other creatures in combat. However, swords of sharpness, monsters such as
green slime, crude forms of medieval justice, and many other hazards in the game can lead to
the loss of limbs, hence the regenerate spell.
Q. The Monstrous Compendium, Volume One lists statistics for greater rakshasas, but gives
no experience point values for them.
Q. One of my players wants to run anultimist character from Polyhedron Newszine issue #23.
This is a powerful class. Is it intended for PC use or just for NPCs?
A. Neither. The ultimist is a piece of satire. In this case, the mockery is directed at players
who insist on having characters who can do anything and everything. Try not to laugh too
hard if you player asks about playing an ultimist again.
Q. When can we expect to see rules for psionics in the AD&D 2nd Edition game?
A. A handbook on psionics is tentatively scheduled for release in early 1991. Stay tuned for
further developments.
Q. How much does it cost to build a castle, tower, or other fortification? I couldn't find this
information in the DMG.
A. This information is presented in DMGR2 Castle Guide (TSR Product #2114), available
now.
Q. Can a spellfire wielder (from FR7 Hall of Heroes, pages 49-50) ever return to his original
class? Can a spellfire wielder absorb clerical spell energy? If so, is this voluntary or
involuntary? What happens to spellfire wielders who absorb more energy than their limit?
How do you determine if a character can have spellfire ability?
A. A character with spellfire powers never actually leaves his original class. However, to gain
experience in his original class, the character must refrain from using any spellfire abilities
during an adventure. If the character does use a spellfire ability, all experience earned during
that adventure goes toward the character's spellfire level, except for individual experience
awards for the character's original class (see the DMG, page 48), which are lost. Spellfire
wielders can absorb magical energy from almost any source: spells of all types, breath
weapons, gaze attacks, and just about anything else. At the 1st level of spellfire ability,
absorption is involuntary; the character drains any magic with which he comes in contact,
including useful magical items and healing spells (only rest or non-magical healing can heal
damage to the character). Absorption is strictly voluntary at 2nd level and above. Exactly
what happens if the character exceeds his limit is unrevealed. I suggest that either the
character becomes unable to absorb more energy once he reaches the limit and
consequentially is affected normally by any magic with which he comes in contact while
"full", or he absorbs the excess and automatically releases one level of energy each segment
(10 times per round), suffering 1-6 hit points of damage each time, until his total energy falls
back into the "10 x constitution" category. Spellfire is a variant type of magic created by Ed
Greenwood in his novel of the same name. Only the DM can decide if a particular character
can have the ability. It seems likely that only one spellfire wielder can be alive at a time on
any given world, and that the ability is hereditary.
Q. Why can't halflings be rangers? Halflings can be clerics, and rangers have a few clerical
spells. Why can't gnomes be bards? Gnomes are known for their sense of humour and should
have access to some kind of jester-type abilities. Why can't [my favourite race] become [my
favourite class], since [several dozen good reasons why this race/class combination is justified
exist]?
A. Game logic and game balance require that demi-humans have limited character class
options. According to game logic, halflings don't become rangers because they aren't inclined
to be. Halflings who really like the outdoors and nature become druids. Halflings who are
nimble and good at hiding become thieves; that's just the way halflings are. Gnomes who feel
roguish become thieves themselves. Those who tend toward flashy expositions become
illusionists. (Illusionists, by the way, have an almost infinite capacity for vivid storytelling
and practical jokes, as even a quick look at the spells in the illusion/phantasm spell school will
show.) Only humans have the ability to become any class they want to be (ability scores
permitting), and they can advance all the way to level 20. That's what makes humans unique.
Demi-humans have completely different psychological, physical, and spiritual make-ups from
humans; that's what makes each demi-human race unique. Overall, demi-humans are not
nearly so versatile or adaptable as are humans, because all have special skills and limitations
derived from their heredity and culture that simply close some doors to them when they seek
professions. Game balance requires that each race in the game be equally playable. If demi-
humans, with their infravision, special resistances, and special abilities, could freely choose
from every character class in the game, there wouldn't be much reason to play a human
character. As I've said before, the D&D and AD&D games are games of choices; to get
something, you've got to give up something else. Good players make the right choices most of
the time and know how to capitalize on their characters' strengths while finding ways to
circumvent their weaknesses. While changing the rules to eliminate character weaknesses is
one way to circumvent them, it isn't a clever or heroic one.
Dragon #160 wrote:
Dragonlance
Q. In issue 143, you said that Raistlin Majere's vision shows the effects of time only on living
things. But in "Raistlin's Daughter", (in Love and War, page 286), Raistlin sees rocks
crumbling to dust.
A. First, there are subtle differences between Krynn as described in the novels and Krynn as
described in the game products. This is inevitable, since game materials have to be both self-
consistent and playable. So, when you're playing a game set in Krynn, Abeir-Toril, or Oerth,
follow the details given in the game products, if they differ from the books, it's probably for a
good reason. Second, if you reread that page carefully, you'll find that Raistlin isn't actually
seeing rocks crumble; he just says he sees rocks crumble. Raistlin wouldn't be above bending
the truth now and again if it suited his purposes.
Q. "Love and War" also includes a brief encounter with a half-orc. Are there orcs on Krynn?
A. Krynn has no orcs. The reference is due to an error in the narrative; the character in
question probably had some ogre or goblin blood.
Q. Please give the height, weight, average lifespan, and base movement rate for each of the 13
major races on Krynn, including the irda and the minotaurs.
Q. I'm having trouble understanding the Character Racial Minimum & Maximum Table on
page 117 of DLA. In the "Accepted Classes" column, what do the letters mean?
A. These are abbreviations for character class names. The abbreviations and their meanings
are from the Character Class Master Statistics Range Table, also on page 117. Note that the
barbarian and acrobat classes have been removed from the AD&D 2nd Edition game; if you
want them, either use the rules from the 1st Edition game or assign the character the
appropriate kit from the Complete Fighter’s Handbook or Complete Thief’s Handbook.
Q. Which class's combat chart do tinker gnomes use? How quickly do tinker gnomes gain
proficiencies? DLA contradicts itself on this point. Also, do tinker gnomes have any
alignment restrictions?
A. A tinker gnome with enough common sense to fight with a simple weapon instead of an
outrageous gnomish device uses the magician THAC0 chart (see the Rule Book of Taladas,
pages 3-4, from the Time of the Dragon boxed set). Tinker gnomes gain one weapon and two
non-weapon proficiencies every three levels, as indicated in DLA, page 117. Most tinker
gnomes are lawful good or neutral good, though any non-evil, non-chaotic alignment is
acceptable.
Q. Which weapons, armour, and magical items can tinker gnomes use? Can they use
proficiencies from the AD&D 2nd Edition game? If so, which ones?
A. Tinker gnomes can become proficient in any weapon that creatures their size could use, but
they wear no armour. Generally they disdain magic, but PC tinkers can use any magical item
except those usable only by bards, wizards, clerics, or their subclasses. When using
proficiencies from the AD&D 2nd Edition game, tinkers can choose proficiencies from the
following groups: general, priest, and wizard. Rogue and warrior skills can be selected at
double-normal cost.
Q. How many draconians can be produced from a single dragon's egg? Is there a process that
produces different kinds of draconians from evil dragon eggs?
A. One egg produces multiple draconians (DLA, page 73). DL9 Dragons of Deceit, page 41,
area L23, includes a scene in which 4d12 sivak draconians are hatched from a single silver
dragon egg. It might be possible to produce new races of draconians from evil dragon eggs,
but neither the good nor the evil dragons, nor their deities or servants, have been inclined to
look for such a way.
Q. DLA says that Krynn has no assassins or monks, yet the deity Majere is said to be a patron
of monks. Also, kender are specifically prohibited from being assassins; why would a
prohibition be necessary unless there was an assassin class?
A. There are no monk or assassin character classes on Krynn. However there are cloistered
religious orders of clerics dedicated to the gods, and these clerics may be labelled "monks" in
the historical sense of the word. Beings who kill other beings for pay are generally known as
assassins; note also that the assassin kit from the Complete Thief’s Handbook is available for
Krynn campaigns.
Q. I've noticed that although wizards of the Red Robes are allowed to cast invocation spells,
the rule books list no wizard spells of this type; its use seems to be restricted to clerical spells.
Also, the spell kiss of night's guardian is listed as an evocation spell; does this mean that only
wizards of the White Robes can cast it?
A. As shown in the Krynn spell summary (see DLA, page 126), invocation and evocation
spells are part of the same group. Spells that create something out of virtually nothing or that
release raw power fall into this category. Generally, "invocation" implies that the effect comes
as the result of a petition to a greater power, while "evocation" implies the effect was
compelled. This is why most clerical invocation/evocations are listed as invocations. The fact
that the order of the Red Robes calls its invocation/evocation spells "invocations" could give a
clue to its basic approach to magic, or it could be just a clever use of names. Exactly who can
cast kiss of night’s guardian is unrevealed. It seems to be the personal prerogative of the
master of the Tower of High Sorcery at Palanthus.
Q. Do the minotaur and irda races get racial modifiers for thieving skills? Do the other races
on Krynn get such modifiers for their corresponding races?
A. Minotaurs cannot become thieves. Irda have no racial adjustments to thieving skills. The
other races and their subraces get the standard racial modifiers as described in the 2nd Edition
Player's Handbook, page 39; kender use the halfling modifiers, all subraces of elves use the
elf modifiers, and so on.
A. A hoopak is a cross between a bo staff and a staff sling. When used as a staff, its statistics
are: type B; speed factor 4; damage 1d6/1d4. As a sling, the statistics are: type B; speed factor
11; damage 1d4+1/1d6+1; rate of fire 2/1; medium range 3-6, long range 6-9 (the hoopak has
no short-range category and cannot be used against targets closer than 30 yards). Hoopaks
weigh two pounds. They usually cannot be purchased; a relative or friend gives an
adventuring kender his first hoopak. If found and sold, a hoopak might bring as much a one
steel piece; kender themselves are not prone to purchase hoopaks from non-kender, and they
always arrange to "pick up" any hoopak they see in non-kender hands.
Q. Isn't there an error in the River of Time section on pages 86-87 of DLA? According to this
chronology, Huma defeated the evil dragons in 2645 PC, but the Knights of Solamnia weren't
founded until 1225 PC. Since Huma was a Knight of Solamnia, wasn't he 1,400 years too
early?
A. Actually, the River of time puts Vinas Solamnus, founder of the Knights of Solamnia,
1,400 years too late. The order was founded in 2692 PC. The year 1225 PC is erroneously
reported as the year of founding probably because the order's oath and measure were either
written or extensively revised that year.
Q. Do clerics of the Holy Orders of the Stars get bonus spells for high wisdom scores? Do
clerics of Solinari, Lunitari, and Nuitari get bonus spells? Do they also get magician spells?
A. Clerics of the Holy Orders of the Stars do get bonus spells for high wisdom scores.
Solinari, Lunitari, and Nuitari have no clerics.
Greyhawk
Q. Where can I get detailed information about the Valley of the Mage?
A. The last word on the Valley of the Mage can be found in module WG12 Vale of the Mage
(TSR Product #9270).
A. Once a zero-level character chooses a class, he can keep abilities from other classes only
so long as he pays the experience penalty from the table on page 125, and so long as he
practices the skill between levels. If the character gains a new level for any reason without
practising the skill at least once, the skill is lost. All unspent attribute points are immediately
converted to experience points, at the rate of 10 xp per ap, when the character chooses a class.
Once these remaining attribute points are converted, the character cannot gain new skills from
other character classes.
Q. How can zero-level characters accumulate so many hit points, then abruptly lose them
when "advancing" to first level? Are the experience penalties on page 125 cumulative? If so,
what happens to a character who has penalties totalling more than 100%? What constitutes
practising a skill?
A. Zero-level characters are untried, enthusiastic, and flexible; this gives them leave to obtain
a whole range of abilities that less callow adventurers can't get (as explained on pages 117-
118). However, the short-cuts, blind stabs, and side explorations beginners make must be
abandoned if they are ever to become really skilled at anything. Thus characters have to do a
little back-stepping when they reach first level. The experience penalties are cumulative, but
optional. A character can drop a skill and avoid the experience penalty at any time. In the case
of penalties totalling more than 100%, the character must abandon skills until the penalties
total 100% or less. DMs are free to set their own standards for skill practice. I suggest the
characters practice their skills during non-adventuring time according to the rules on page
119. The character must accumulate as many study points as originally required to learn the
skill, and retains the knowledge for three months per study point earned. If a character
successfully uses a skill one or more times during an adventure, extend his knowledge one
month.
Q. The beginning of the deities section in Greyhawk Adventures says that clerics get their
special powers "during times of special need". What defines a time of special need?
A. Clerics of Greyhawk deities get their special abilities when they fulfil the requirements for
getting them as described in the section on each deity. However, the head cleric at a temple
always can, in time of need, call on spell-like powers granted by the deity, even if the cleric is
of insufficient level to have the ability and even if the cleric has "used up" his daily allotment
of the ability. The DM must decide what events are times of special need as they arise, but
they always should include times when the temple is being invaded and any time the deity's
power is in question and the cleric must, or should, demonstrate it.
Q. What deity or deities are venerated by the elves in Celene (including Enstad) and in the
Duchy of Ulek?
A. Ehlonna is the primary deity among the elves in Ulek and Celene, and she has a strong
following among elves everywhere else on Oerth.
Q. Who allies with Celene and Ulek against the humanoids in the Pomarj?
Q. Are the population figures given for Duchy of Ulek and its capital, Tringlee, for humans or
elves?
A. In any entry, the figure given for population is the area's human population. When actual
numbers are given for demi-humans or humanoids, these are in addition to the human
population. Numbers given for city populations are the total number of beings (human, demi-
human, etc.) living there; unless noted otherwise, the distribution of races is the same for the
country as a whole. In the case of Tringlee, the population is about 55% elvish and 45%
human with a smattering of gnomes.
A. Lewenn is probably human. Generally it is safe to assume that a country's ruler is human
unless his description says otherwise.
Dragon #161 wrote:
Forgotten Realms
A. Only products with the Forgotten Realms banner on the front cover are actually intended
for use in this setting. A complete product bibliography (good up to March 1990) appears on
page 154 of the AD&D 2nd Edition hardbound volume Forgotten Realms Adventures. Of
course, a clever DM could place almost any adventure in one of the many unexplored corners
of the Realms.
Q. Where is the game information on the magical book, The Tome of the Unicorn, described?
The table at the back of FR4 The Magister says information is given on page 41 of the DM's
Source Book of the Realms, but the information given there is pretty spotty.
A. Full details on The Tome of the Unicorn are given in the DM's Source Book of the Realms,
pages 92-93.
Q. Where can I find a full description of the green-stone amulets worn by the Flaming Fist
mercenary company? I understand these items can recharge themselves; how often can they
do this?
A. A description of the green-stone amulet is included in FR4 The Magister (TSR product
#9229). A green-stone amulet automatically begins recharging itself whenever its charges
drop to zero. The amulet spends 1d4 x 11 turns recharging itself, gaining one charge each
turn. It remains non-functional during recharging.
Q. There are several wands and staves described in FR4 that can explode if broken
accidentally. Will they also explode if broken deliberately, even by non-wizards?
A. These items are extremely unstable and will indeed explode if broken deliberately, even by
non-wizards. Note that this is not the case with normal items. Most wands and staves do not
explode when broken in any fashion. The more powerful items, such as the staff of the magi,
explode only when held and broken by a wizard who deliberately calls for a retributive strike.
Q. Volume 1 of the Kara-Tur boxed set mentions a new scholar character class (on page 18).
Where can I find
information on this class?
A. The "class" mentioned on page 18 is that of the mandarins, which is a social class in Shou
Lung, not a character class. Check out the section on the mandarinate on page 7 for details.
Q. There is at least one character in the Forgotten Realms novels who fights with a scimitar in
each hand. How is this possible, since a scimitar is a medium-sized weapon?
A. The character you are thinking of is Drizzt, from the Icewind Dale trilogy. In this particular
case, there is a game rule that covers the use of a medium-size weapon in each hand. See the
notes on the two-weapon style in the fighting styles section of the Complete Fighter’s
Handbook, pages 61-64.
A. Yes. The Forgotten Realms Atlas (TSR product #8442) is due for release this August and
will cost $15.95/£10.95.
Q. We all know that Elminster does a lot of travelling. Has he ever been to Oerth or Krynn?
A. Perhaps, but he's not saying. When reading the source book in FR1 Waterdeep and the
North, I had trouble finding some of the features mentioned in chapter one on the maps
provided with the boxed set. Check out TM4 City of Waterdeep Trail Map (TSR Product
#9401) or the map showing Waterdeep in FR5 The Savage Frontier (TSR Product #9233).
Also see "Welcome to Waterdeep", in Dragon #128, which has a map and other materials that
were dropped from FR1.
Q. Exactly what kind of landscape is indicated by "clear" terrain areas on the various Realms
maps?
A. Clear terrain is rolling and open, and generally free from major obstacles such as
impenetrable forests, mountains, et cetera. Most clear terrain is plains or farmland, but there
also can be low hills, solitary trees, clumps of woodland, and gullies.
Q. To what scale are the various city maps found in the Cyclopedia of the Realms (from the
Forgotten Realms boxed set) drawn?
A. The scales vary from map to map because cities of different sizes were presented in the
same-size spaces. You can get a rough idea of the scale for each map by looking at the narrow
sides of the buildings shown; most are about 20' long.
Q. What are the scales of the various Forgotten Realms maps supposed to be? I have them all,
and some of the scales seem to be at odds with the others.
A. The two continental maps in the boxed campaign set are drawn at 1" = 90 miles. The area
detail maps in the boxed set and in the modules are 1" = 30 miles. The keys on the trail maps
show the scale as 1" = 90 miles, but this is a misprint. The scale-of-miles bar at the upper
right-hand corner indicates that 1" = about 142 miles, a scale that works quite well when you
compare distances between major landmarks shown on both the trail maps and the continental
maps.
Q. When will the replacement maps for the boxed campaign set be available?
A. New maps are already available. However, the only difference between them and the maps
in the early print runs of the boxed set are the colours. The current maps have colours that
match the map colours in the modules and in the Kara-Tur boxed set. If you have older maps
(ones with pale blue oceans and light beige clear areas), you can get colour-corrected maps by
sending $5.00 to the Mail Order Hobby Shop and requesting replacement maps for product
number TSR1031. The address is:
Q. I'm having a lot of trouble fitting the City of Waterdeep Trail Map with the Kara-Tur Trail
Map. The closest match I can get leaves a big gap near the Great Sea and a rather abrupt end
to the Dust Desert.
A. Here's how things were explained to me: The Waterdeep map is drawn from a western
perspective. The farther east you go, the less accurate it gets because westerners don't know a
lot about the East. Likewise, the Kara-Tur map is drawn from an eastern perspective and gets
less accurate the farther west you go. In any event, remember that the boxed sets are meant to
be campaign settings. Each DM's campaign is going to be a little different. An area where
even the published information is uncertain provides the DM with at least one mysterious
place where only he knows what's going on (at least until PCs actually explore it). It sounds to
me like you're going about fitting the maps together in the right way. The maps match pretty
well if you just line up the borders, but you have to adjust a little to match the city of Solon
(which is shown on both maps) and the southern and northern coastlines. When overlapping
the maps, I suggest putting the Kara-Tur map on top, as the mountains east of Solon really are
there. Individual DMs will have to decide where the Dust Desert really ends, the edges would
vary with the annual weather anyhow. The empty gap in the south is unexplored territory, but
there has been some discussion of filling it in with an Arabian land.
A. Abeir-Toril's exact dimensions are unrevealed, but the planet is roughly Earth's size. This
would make its equatorial circumference about 25,000 miles. The polar circumference would
be slightly less, about 24,900 miles.
A. The Red Wizards are nasty, reprehensible, and generally subject to the whims of their
superiors. This makes them unsuitable for use as PCs in most campaigns. However,
Forgotten Realms Adventures (TSR product #2106) contains basic information on the Red
Wizards, including how to get in (see page 127).
Q. Can PCs who travel from Faerun to Kara-Tur learn martial arts or other oriental
proficiencies? Can western races adopt oriental classes? For example, can there be elven
samurai?
A. Western (gajin) characters can learn oriental proficiencies if they can find oriental masters
to teach them. Finding such masters should require lots of good fortune, skilful role-playing
or both. Since there are spirit folk samurai, I see no reason why elves couldn't also become
samurai (maximum level 12) with proper sponsorship. However, the samurai are a social class
as well as a character class, and first-generation gajin samurai of any race would be rare
indeed.
Q. The maps to module N5 Under Illefarn have many numbered rooms that aren't described
anywhere in the text. Is there dropped text, or are these rooms simply empty? Where do the
stairways on maps 14 and 15 (areas G and H) lead?
A. The undocumented areas have no fixed contents. There can be random encounters, such as
patrols, in these rooms, or individual DMs can populate them as they see fit. The westernmost
stairway in map 14 (room 113) leads up to map 16, room 121. The north stairway (off the
central corridor) leads up to map 15, room 114. The south stairway leads up to map 17, room
124. The central stairway on map 15 leads down to map 14, as already described. The eastern
stairway leads up to map 16, room 118.
Q. What lies on the other side of The Spine of the World mountains? A friend told me it is the
World of Greyhawk setting.
A. All of what lies to the north of The Spine of the World is unrevealed, though the City of
Waterdeep Trail Map indicates that the southern edge of the Endless Ice Sea begins there.
However, the World of Greyhawk setting lies on another planet, Oerth. The Spelljammer
supplement contains rules for travelling between Oerth, Abeir-Toril, and other fantasy worlds.
Of course, DMs are free to construct their campaigns as they see fit, and there's nothing
wrong with lumping the two settings together on one world.
Q. I remember seeing something about flying ships in the Realms. Are these spelljammers?
A. No, they are not, though many of the rules governing spelljammers also would apply to
them. The only details ever revealed about these ships were published in the article "Sailors
on the Sea of Air", in Dragon #124.
Q. It seems to me that there are no libraries in the Realms. Candlekeep charges an outrageous
fee just to browse, but shouldn't there be some place where a character can go to improve his
knowledge?
A. Modern-style libraries where visitors have free access to the books are unknown in the
Realms. There are, however, plenty of libraries. Sages, guilds, and governments keep
extensive collections of books and scrolls, but access to them is on a need-to-know basis (or
pay-as-you-go, in the case of sages). For example, any large and prosperous shipwrights' guild
would have a library with volumes on ship design and construction, carpentry, forestry,
logging, blacksmithing, rope making, weaving, sewing, and a host of other subjects, both
practical and esoteric, related to shipbuilding. Members would use the library as a resource
for training new members and for answering difficult or unforeseen questions that might come
up during day-to-day business. The guild also would jealously guard its library to prevent
competitors in other cities from learning its professional secrets and to prevent those people
who are not guild members, like adventurers, from learning how to build their own ships and
putting dues-paying guild members out of work. Though literacy is more common in the
Realms than it was in the historical medieval world, the people of the Realms understand that
knowledge is power and they do not share it readily.
Q. I would like to use the rental villas in Waterdeep (as described in the City System boxed
set) in my campaign. How big are they and how much do they cost to rent?
A. According to Jeff Grubb, each villa has 9 to 12 rooms on two or three floors, plus a
basement. The cost to rent one depends on the building's size and condition; 400-600 gold
pieces per month is a good range.
Q. Some of the Street Scenes tables in the City System set are missing the numbers 81-88.
Other tables have two entries numbered 105. How do you get around those flaws when using
the tables in play? Also, each table goes up to number 120. This is fine, but the instructions on
page 15 say to roll percentile dice and add or subtract one or more modifiers also given on
page 15. The highest total modifier is +6, so how can you get a total of 120? What do you do
if a negative modifier gives you a result of less than one?
A. The missing and duplicated numbers are probably typos. Treat a result of 81-88 as either
an 80 or an 89, as you wish. Likewise, just pick one of the two listed entries on a result of
105. The text on page 15 says to add +20 to the roll for all encounters that take place after
dark, though this is not shown on the table. (The correct modifier for Night scenes is +20. The
modifier for Witching Hour scenes is + 19). Treat any negative result as a 1, and treat any
result of 121 or more as 120.
Dragon #162 wrote:
Q. I could not believe my eyes when I read your answer to the question about the cost of
chain mail in issue #158. I, too, thought the prices had been misprinted. Your response that
scale mail costs more to make than chain mail is idiotic and grossly unhistorical. Chain mail is
made of wire (itself difficult and expensive to make) that is formed into links that are
interlocked, then soldered or welded together. In the fourth and fifth centuries A.D., a Roman
armourer, using techniques that remained essentially unchanged throughout the Middle Ages,
could make four or five suits of chain mail a year. By contrast, scale mail uses metal plates,
not wire, that are simply sewn onto a leather shirt.
A. To reiterate, the base cost of chain mail in the AD&D 2nd Edition game is 75 gold pieces,
and the base cost of scale mail is 120 gold pieces. Itemized breakdowns of the costs of
manufacture for each type of armour are given on page 6 of the Complete Fighter's
Handbook. Your estimate of the construction time for chain mail agrees with the table in the
Complete Fighter's Handbook, where an unsupervised apprentice working in a properly
equipped shop can make a suit of chain mail in 10 weeks (5.2 suits a year). However, two
apprentices working under the same conditions take eight weeks to make a suit of scale mail
(16 man-weeks in all). Scale mail requires more raw materials (60 gold pieces worth) than
does chain mail (38 gold pieces worth); chain mail's rings require less labour and metal than
scale mail's plates. Note, however, that chain mail and scale mail come from two different
historical periods. (See the Dungeon Master's Guide, page 35, for a discussion of time periods
in the AD&D game and their associated technology.) Scale mail, an ancient armour type, had
all but disappeared by the time chain mail came into common use during the Middle Ages.
Obviously, if you have a campaign set right on the borderline between the end of the Ancient
period (when the DMG says chain mail doesn't exist at all) and the beginnings of the Dark
Ages, about 1100 A.D. or so, chain mail is going to be very expensive. There are several
reasons for this. First, chain mail would represent the newest and best concept in body
armour, keeping up with the latest developments is always costly. Second, the manufacturing
techniques and advanced metallurgy that made chain mail economical to manufacture during
the Middle Ages would not yet have been invented. Third, from a campaign standpoint, chain
mail should be more expensive that scale mail; you can kiss your play balance goodbye if the
best armour available isn't also the most costly. You are free to set your own cost for chain
mail in such a setting, but I recommend at least double (150 gold pieces) and triple (225 gold
pieces) normal prices would not be unreasonable. Furthermore, chain mail in this setting
probably would be made of iron, not steel, as the equipment list in the Player's Handbook
assumes. Such chain mail would weigh 50 lbs. instead of the listed 40 lbs, or 25% more (see
DMG, page 38).
Speaking of the "unhistorical": One does not have to have wire to make chain mail. The
Romans used rings cut, punched, or drilled from sheets of metal. The Romans and ancient
Chinese probably also had access to cast rings. Wire was pretty rare in medieval Europe, and
most wire was gold, silver, or copper for use in jewellery and adornments. Medieval
armourers almost certainly made their chain mail from rods that they forged themselves from
ingots or bars; this is not as difficult as it sounds, especially when the armourer knew what he
was doing and had his whole life to practice the skill. (Note that making a rod from a chunk of
raw metal takes a lot less hammering than what would be required to make a flat plate out of
the same piece of metal.) Furthermore, the chain mail currently preserved in museums and
private collections is not soldered or welded, but riveted; in most cases, however, the rivets
were hammered so carefully that the links appear to be welded. Finally, not all chain mail had
its links fastened. Ancient armourers often simply linked the rings, as did their successors
when they were in a hurry or wanted to cut costs. This generally made inferior armour, but
oriental armourers often made very good unriveted chain mail (as good as riveted mail) by
using a superior alloy and by making each ring from two or three coils of rod. For readers
who are interested in learning more about the manufacture of chain mail and other types of
armour, I recommend A Glossary of the Construction, Decoration, and Use of Arms and
Armour, by George Cameron Stone. The book is uncommon but is available at better used
book stores and at large libraries.
Q. I really enjoyed your "April Fools" column back in issue # 156. Did anybody help you
think up the questions?
A. The questions in #156 were real; readers really sent them in. I am not clever enough to
think up questions like that. I suppose I could get together with a few colleagues and think up
a few questions that would be pretty wild, but that would be a waste considering what the
mailbag holds every month.
Q. To answer your question in issue #156 (page 55, third column): Yes, those questions do
arise during play. Now that you know this, perhaps you'd reconsider your answer to the
"watery ranger" question. Where I'm from, characters get wished into glasses of water all the
time (the idea originated in a fanzine), and your suggestion that such characters can be killed
simply by drinking them is tough on PCs.
A. First, if wishes are so common in your campaigns that they are used for anything "all the
time", you've got too many wishes floating around; cut back. Note that a wish is the only
magic in the core AD&D rules that can turn a character into a glass of water. Polymorph any
object can turn organic matter into inorganic matter, but into only one kind of matter at a
time; a successful spell could turn a character into a glass, or into water, but not both. Second,
wishes are not intended to be used as direct attacks on creatures. Such wishes fall into the
grossly unfair category (see PHB, page 197), and the DM should actively subvert the intent of
such spells whenever they are used, even when they are used by NPCs. Thus, if an evil wizard
wishes a PC "into a glass of water", a huge glass containing the PC and many gallons of water
should appear; rest assured that at least one novel twist exists for each possible wording of
this wish. Third, this wish should allow a saving throw, since it is being used as a high
powered polymorph any object spell. Fourth, any polymorphed character retains his hit points.
Drinking the character will cause harm just as surely as eating the character would, but if the
character has 100 hit points, drinking the character is going to be a long and difficult process.
Water in a glass has no armour class (it just sits there), but the most damage a human can do
by drinking is 1-2 hit points per round. Note that big, nasty teeth have no real effect on water,
but a large tongue does, so a dragon or cow might be able to "drink" 1-12 hit points each
round. Also, as TSR editor Jon Pickens points out, if a character is turned into a glass of
water, a few of his hit points will be held in the glass (say 10-20% of the total), and the glass
must be smashed before the character can be killed; this, too, is easier said than done if the
victim has a lot of hit points. Finally, although evaporation or spillage can "kill" the character,
death won't be instantaneous. An evaporated character is effectively in gaseous form until his
molecules are thoroughly dispersed in the atmosphere; a kind DM might rule that the gaseous
state lasts indefinitely. Similarly, a watery character poured into the dirt and allowed to soak
in can be considered melded into stone and not truly dead.
Q. Back in issue #121, you said that non-yakuza ninja do not have the ability to pick pockets.
However, the same issue of Dragon Magazine contained a new oriental character class, the
geisya. This class is supposed to have a pick pockets ability that is the same as a ninja of the
same level. Furthermore, Oriental Adventures itself says that a yakuza has a chance to pick
pockets equal to that of a ninja of the same level. What gives?
A. This column was right; ninja do not have a pick pockets ability unless they are ninja-
yakuza. Until an official correction comes along, assume a 1st-level yakuza has a 30% chance
to pick pockets. This ability increases by 5% per level to a maximum of 99% at level 15.
Allow the geiysa to pick pockets as a yakuza (not a ninja) of equal level.
Q. A couple of issues ago, you said that the new dragons can breathe only three times a day.
What's wrong with allowing them to breathe once every three rounds with no limit on the
number of times per day?
A. Nothing is wrong with that. In fact, that's the way dragon breath is supposed to work with
the new dragons (my error).
Dragon #163 wrote:
Q. One of my characters was recently tricked into donning a girdle of femininity/masculinity.
What options do I have for getting the character back to normal? If the character finds another
such girdle and puts it on, will this change him back? My DM says this won't work because
the item's description says a wish has only a 50% chance of restoring the character's original
sex. Obviously, a polymorph other spell could restore the character, but I'm leery of dispel
magic and anti-magic shell spells.
A. It isn't often that I get a question with so many... possibilities. What a wish will do is
irrelevant in this case; the girdle’s absolute power to change the character's gender is stronger
than the wish's general power to remove misfortune. (Several powerful miscellaneous magical
items are more potent within their limited portfolios than wishes are.) If the character dons a
second girdle, he might have his gender restored, or he might lose all gender, and your DM
might rule that this is more likely than the standard 10% chance (DMG, page 170), since the
character is fiddling around with things best left alone. But your character's gender will be
altered if he puts on a second girdle, as these items are quite potent. There is nothing in the
polymorph other spell listing to suggest that secondary characteristics like age or gender can
be altered by the spell. Individual DMs are free to include the ability to change gender along
with form, but players shouldn't count on it without consulting the DM. Furthermore,
assuming that your DM does allow polymorph other to change gender, there would be at least
a 50% chance that the attempt would fail. A wish certainly is more powerful than the 4th-level
polymorph other. If the character was polymorphed back to his original gender, a system-
shock roll would be required. A successful dispel magic would change the character back to
the "wrong" gender and would require another system-shock roll. You are quite right to be
worried about anti-magic shells, but note that an anti-magic shell cannot permanently dispel a
long-term effect such as polymorph other. The effect temporarily dampens magic, it does not
dispel it. If the polymorphed character entered an anti-magic shell, he would be forced back
into the "wrong" form, and this would require a system shock roll. Upon leaving the anti-
magic shell, the character immediately would resume the "correct" form, and another system-
shock roll would be in order.
Q. How is each spell's school chosen? Also please explain how the various pairs of opposing
schools of magic were chosen. What is the nature of the opposition? Why do illusionists have
to contend with an extra opposition school?
A. Generally, spells are grouped into schools according to the types of effects they produce
and, by extension, the type of power used to produce their effects. Abjuration blocks, dispels,
or protects; alteration produces changes in its target; conjuration/summoning brings material
from some other place; enchantment/charm grants its users or targets special abilities; greater
divination reveals information; illusion/phantasm causes perceived changes that are not real;
invocation/evocation creates matter or energy; and necromancy provides or removes the
energy of life. See The Complete Wizard’s Handbook for detailed explanations of each
school. No two schools of magic are mutually hostile due to their natures; opposition arises
from how the spells are learned and used. Specialist wizards employ methods of study and
mental discipline that enhance their abilities to use certain types of magic and erode their
aptitudes for others. This is why generalists can freely use magic from opposing schools while
specialists cannot. Specific pairs of opposed schools were selected according to common
sense and game balance. For example, if invokers spend a lot of time learning how to bring
things into being from nothing, they probably neglect to learn how to call things from one
place to another. Illusionists, who spend their time trying to create believable unrealities, have
a hard time casting magic that produces and channels real energies; there are three such
schools: invocation/evocation, necromancy, and abjuration.
Q. I've noticed that a few spells are parts of two opposing schools of magic. For example, the
limited wish spell is both conjuration/summoning and invocation/evocation. Can specialist
wizards from either school use such spells? That is, can conjurers or invokers use limited
wish? How is it that a spell can be from two opposing schools anyway?
A. A specialist wizard can use any spell that falls within the schools allowed to him, even if
the spell in question also falls under an opposing school. Certain effects, such as limited
wishes, can be produced in more than one way; in this case, what is wished for can be plucked
from some other place and delivered, or it can simply be created to order.
A. For a multi-classed character, use either the character's highest level or the level of the
pertinent class. For example, a fighter/magician would use his fighter level when calculating
his personality score in a conflict with an egotistical magical weapon, but would use his
wizard level to determine his chance to detect scrying. The DM should decide which method
to use, then use it consistently. Dual-classed characters use the level of the class in which they
are currently active. If the character has more experience in the previous class, he can use the
higher level but must pay the experience penalty for reverting to that class (PHB, page 45).
A. This is up to the DM, but I suggest not. The coating from the grease spell would keep a
spider climbing creature from adhering to a surface if that creature failed a save versus spells,
as per the grease spell description. A spider climbing creature (or any other creature normally
able to climb sheer surfaces or ceilings) can still traverse greased surfaces; however, if they
fail their saves, they fall.
Q. There is a contradiction in the D&D Immortals rules regarding the effects of mortal magic
on Immortals. Page 6 of the Players' Guide to Immortals says that Immortal minds are
immune to mortal magic, but their corporeal forms are not. But page 16 says mortal magic is
ineffective against Immortals in any form.
A. Page 6 is right. The second sentence under the heading "Limits on Use" on page 16 should
be deleted.
Q. I'm confused by the castle construction section of The Castle Guide. When using smaller
work forces (page 60), is the savings calculated once per project, or more often?
A. The "Larger Work Forces" section on the same page suggests that the savings be
calculated per week, but if that's the case a character could get a castle for free just by cutting
the work force in half and waiting patiently through the increased construction time. Also, if a
character is feeling frugal but still is in a hurry, what's to keep him from reducing the work
force but keeping it above 75% of normal, thus gaining substantial savings and not extending
construction time? The savings from reduced work forces is calculated per week, so dropping
one worker saves 520 gold pieces each year. However, The Castle Guide editor Bill Connors
says there is some dropped copy in the "Smaller Work Forces" section. The last sentence in
the second paragraph should read: "No reduction below 50% in the work force or cost is
possible". While a castle builder can reduce labour and administration costs, he can't get them
for free and must still pay for materials. Smart castle builders will adjust their work forces to
get some savings, but I can think of two ways to discourage this if the referee thinks the
practice is getting out of hand. First, an accident or misfortune (such as a raid or marauding
monster) might deplete a reduced work force even further and cause a construction delay.
Second, morale in the reduced work force might deteriorate. Workers who believe they are
being asked to do the impossible tend to be resentful. This might prompt the referee to
recalculate the Production Modifier in mid-project and declare a "cost overrun" for the castle.
Dragon #164 wrote:
Q. Will magic resistance stop gaze attacks? Can magic resistance stop protection from evil
spells? How would magic resistance affect a paladin 's protection from evil ability?
A. Magic resistance applies only to spells and spell-like powers that directly affect the magic-
resistant creature. Consequential effects, such as collapsing masonry resulting from an
earthquake spell, ignore magic resistance. Magic resistance applies to any effect created
through the memorization and casting of a spell, and to spell-like effects from wands, staves,
rods, rings, and miscellaneous magical items. It does not apply to breath weapons, gaze
attacks, energy draining, psionic abilities, and similar special attack forms; nor does it apply
to effects that are intrinsic to an item, such as the magical "pluses" on an enchanted weapon or
piece of armour. There are many cases where effects fall into a grey area, and the DM must
rule on these as they come up. When in doubt, treat any effect that behaves like a spell (i.e.,
that operates when the user does something special to create it-concentrates, expends a charge
from an item, etc.) as a spell. Magic resistance can work against protection from evil spells;
see the section on "in place" spells in the DMG, page 67, and in the PHB, page 102. However,
many DMs rule that protection from evil is a special case, especially in campaigns where
protection from evil is the only readily available defence against magic-resistant creatures.
This is perfectly acceptable, since the power of protection from evil can be considered a
consequential effect of a spell. A paladin's protection from evil power probably should be
considered a special ability not subject to magic resistance, but it could be treated as a
permanent magical effect (also see the DMG, page 67, and the PHB, page 102).
Q. If the last charge in a staff of the magi is used, are those powers that don't require charges
still operative?
A. No, the staff becomes completely non-functional. If you interpret the rules governing
magical staves (see the DMG, page 153) strictly, once a staff is drained of charges it becomes
permanently non-magical. However, some DMs allow even totally drained staves of the magi
to regain charges by absorbing spells.
Q. The rules on scrolls in the DMG (page 145) say that a read magic spell must be used to
discover a scroll's contents. According to this rule, even a map is unintelligible until a
comprehend languages spell is used to decipher it. Since priests have neither read magic nor
comprehend languages in their spell lists, how do priests discover what's on a scroll?
A. You seem to have found a genuine "hole" in the rules. The DM can handle it in several
ways: 1) Assume that the read magic and comprehend languages spells can be bestowed upon
the item itself. The caster touches the writing, and any single creature who can read (in the
case of maps) or cast the type of spell written on the scroll can decipher the writing.
Alternately, the caster can copy the map or simply explain the spell to another caster, who can
then read the writing himself. 2) Assume that a tongues spell can be used by priests to
decipher scrolls, one scroll per spell. 3) Introduce clerical versions of read magic and
comprehend languages spells into your campaign. I recommend that you make them both
first-level spells in the All sphere. 4) Assume that all priests have a limited ability to decipher
priestly scrolls on their own. A priest who does nothing else during a day might have a chance
to petition his deity for help in deciphering one or more scrolls, provided he can read and
write.
Q. Where can I get information on herbs for the herbalism proficiency? Just what can a
character do with this proficiency? How strong are the poisons and medicines the herbalist
makes?
A. Check out the article "Wounds and Weeds" in Dragon #82 for a quick description of
several herbs with fantasy game applications. The reference section of your local library
should also help. Herbalism mainly is used to identify plants and fungi. A successful
proficiency check might reveal a plant's most common names and whether or not it is edible,
poisonous, or medicinal. A successful proficiency check might also allow the herbalist to
know where a certain plant grows and to find it if any are growing nearby. The DM must
decide how powerful an herbal concoction is. In normal circumstances, I suggest that the
herbalist be limited to mild poisons and weak healing balms. Mild poisons include types A, G,
K, and O (see the DMG, page 73). Herbal healing balms might include poultices that heal 1
hit point of damage when applied to wounds, salves that allow a resting character to gain one
extra hit point each day, and the like; characters with the healing proficiency might be able to
use these products with greater effect, say to heal 1-4 hit points of damage or gain an extra 1-4
hit points per day of rest. Of course, if the herbalist has access to extraordinary plants (such as
those found in rain forests), he would be able to produce more potent concoctions.
Q. There is a player character in my campaign who has spent several years of game time and
thousands of gold pieces learning everything there is to know about poisons. What skills
would he have? How many proficiency slots would he have to use? (I don't think the character
should have to give up all his non-weapon proficiency slots after all that effort.) How would
you simulate this skill in a game where the original AD&D game rules are used?
A. The DM should have been thinking about this while the PC was busy doing all his
research. Since the game does not contain a poison-manufacturing proficiency per se
(herbalism gives an incidental understanding of plant poisons, but many poisons are derived
from animals or minerals), you'd have to create a new proficiency. Such a proficiency might
require two proficiency slots and be based on Intelligence -2. Depending on the campaign,
this proficiency would fall under one or more of the following categories: wizard, priest,
rogue. The character would have to expend at least two slots to get the skill; the time and
effort the character is devoting to learning all about poisons is not going to be available for
learning languages or other skills. However, you might allow the character to purchase extra
slots for improving the proficiency once it has been bought, but only if the character has no
other slots available and the proficiency score is not raised above 16. The proficiency might
allow the character to do one or more of the following, at the DM's option: concoct any
poison on the DMG's poison table (see previous question); create entirely new poisons;
prepare poison antidotes; recognize the "poison potential" in any plant, animal, or mineral
encountered; recognize a poison by its effect on a victim. The DM must control such a
proficiency very carefully to maintain play balance. Manufacturing poisons should be a long
and difficult process (check the section on potion manufacture in the DMG, page 87). Making
poison under field conditions should require a substantial penalty, and failure under any
circumstances should result in at least a chance for the poison maker to poison himself
("Ouch! I've just nicked myself with the knife I used to skin that tree frog"). Many poisons,
particularly the very potent ones, should have a "shelf life" and would thus lose potency over
time. They also might be destroyed when exposed to heat, cold, light, or electricity. Note that
poisons are very dangerous to store ("Fine, your thief is carrying that batch of puffer-fish
venom in a leather bladder on his belt. But did he remember to wash his hands before
eating?"). The current proficiency system works fine with the original AD&D game rules.
You can use this new proficiency, and any other one, with no modifications at all.
Q. What abilities does the caster of a polymorph self spell gain when he assumes a new form?
I understand that the spell-caster gets the new form's movement but not its attacks. What
about extraordinary movement such as tunnelling or phasing? What about types of movement
that might double as attacks? For instance, can a wizard polymorphed into a giant frog leap
onto an opponent?
A. Basically, the polymorph self spell grants the caster the adopted form's shape and ordinary
locomotion. The spell does not grant the adopted form's special attacks, senses, or magical
abilities. The caster is not granted enough strength to perform extraordinary manoeuvres, and
the DM must decide where to draw the line when deciding what abilities the caster does get.
In your example, a caster who assumed the form of a giant frog would be able to swim and
hop about, but would not have a frog's all-around vision or full use of the creature's
remarkable tongue. It is reasonable to deny the caster the ability to make spectacular leaps, as
the spell description specifically limits the caster to "normal" movement. However, a frog's
form is well suited to jumping, and the occasional long hop isn't out of the ordinary for a frog.
The caster could jump, but he probably wouldn't have the strength or coordination to make
very long jumps (a reduction of one-half or one-third would be about right, 60-90' for a
person polymorphed into a 50 lb giant frog) or to make several leaps in succession. The caster
certainly can belly flop onto opponents; resolve such attacks using the wrestling table (see the
DMG, page 59). Similarly, a caster who changed into an umber hulk would have a very
limited ability to burrow through solid rock. A caster who took the form of a phase spider
would get the ability to crawl along webs, but not the ability to shift phase or to spin webs of
his own.
Dragon #165 wrote:
Q. If a wizard casts a stone skin spell on himself, then is struck in melee while casting another
spell, is the second spell disrupted or is the wizard able to maintain concentration because the
stone skin's protection negates damage?
A. The second spell is disrupted, as a successful hit ruins a spell in progress (Player 's
Handbook, page 85). Note that a successful attack, not damage, is the critical factor here.
Game logic assumes that even a non-damaging hit can disrupt concentration. It's tough to
keep your mind focused on something as complex as a spell when someone's using your head
for batting practice, even if the blows aren't hurting you. Many kinds of non-damaging hits
can disrupt spell-casting: a hand clamped over the mouth, an arm-lock, or just being knocked
down. However, damage always breaks concentration. If, for example, a spell-caster takes
damage from a fireball or breath weapon, any spell in progress is lost even if the caster made
his saving throw and took only half damage. These distinctions also are important to game
balance. Spell-casters are intended to be vulnerable to physical attacks during spell-casting,
and their opponents must be given a chance to anticipate the spell and disrupt it before it goes
off. Spell-casters can't get around this limitation by using spells such as stone skin. Likewise,
spell-casting monsters that are immune to normal weapons (such as liches and vampires with
character abilities) can have their spells ruined by any successful attacker. Some DMs even
allow "attack" bonuses when characters make attacks specifically to disrupt a spell. The
reasoning here is that a non-damaging jostle or cross block is easier to make than a potentially
lethal blow. While this sort of ruling tends to be an equalizer when the target spell-caster is a
high-level evil patriarch with an armour class in the negative numbers, it can be unreasonably
tough on a 1st-level wizard with AC 10. Apply such bonuses carefully, if at all. I suggest that
bonuses be limited to +4 or less, and you might consider applying them to the target's armour
class rather than to the "to hit" roll. If you use the armour class adjustment method, do not
allow an armour class to be adjusted to worse than 10.
Q. Will the damage inflicted from round to round by a Melf's acid arrow spell prevent spell-
casting?
A. Yes. Damage makes the concentration required for spell-casting impossible. This is one
thing that makes Melf's acid arrow a useful spell. However, the acid can be washed off before
the duration expires.
Q. How are infra-vision and ultra-vision supposed to work? Do they work like infra-red
goggles that detect heat, or like "starlight" optics that simply gather large amounts of light?
A. Strictly speaking, infravision is the ability to "see" infra-red light or heat. The exact game
effects of infra-vision depend on the rules your DM is using; see pages 118 and 119 of the
Dungeon Master's Guide for the rules governing this kind of vision. Ultra-vision is a bit
harder to describe, but generally it is considered to be quite a bit like "starlight" optics.
Creatures with ultra-vision have eyes that can gather large amounts of-light and can also
detect ultraviolet light and use it to enhance the available normal light. Ultra-vision generally
is useful only outdoors at night.
A. A new rule book, The Complete Psionicist is due in early 1991, This book will feature a
boatload of new psionic abilities, a detailed combat system, a new psionicist character class,
and other goodies.
Q. How many attacks would a specialist with a two-weapon fighting style (from The
Complete Fighter's Handbook) get each round?
A. The specialist gets the one or more attacks each round with the weapon in his "good" hand;
this varies with his class, level, and weapon specialization. The specialist gets one attack each
round with the weapon in his "off" hand, regardless of level, class, or specialization. Game
logic assumes that no one is coordinated enough to launch multiple attacks with each hand;
there is a limit to how much activity a person's brain can direct in a single round of melee.
Game balance also requires such a limitation, as warriors are not intended to be walking blade
barriers.
Q. Specialization in the two-weapon fighting style from The Complete Fighter's Handbook
reduces the penalty for attacking with two weapons. Can the specialist further reduce the
penalty to nothing if he has a high dexterity score?
A. Yes. The rules on page 96 of the PHB apply to the character, except where modified on
page 64 of The Complete Fighter's Handbook. Note that high dexterity scores cannot turn the
penalty into a bonus, no matter which rules you are using.
Q. How many punches can a character throw in one melee round? Does fist fighting require a
weapon proficiency?
A. This is entirely up to the DM. Contrary to popular belief, fist fighting is not universal and
was unknown in several pre-gunpowder cultures; American Indians, for example, generally
resorted to wrestling in unarmed combat, so DMs have great latitude here. I suggest allowing
any character to make one attack on the punching/wrestling table (PHB, page 91; or DMG,
page 59) without penalty each round. Since the punching/wrestling table allows for single-
blow knock-outs, I suggest that this kind of combat be treated as a special case that falls
outside the normal weapons rules. However, fist fighting and wrestling can be treated just like
any other weapons that require proficiencies. If this is the case, the proficiency should be
available to any character class. If a character spends a weapon proficiency on punching, he
should get the extra melee attacks listed on Table 15, PHB, page 26, if he is a high level
warrior. Punching specialists would use Table 35, PHB, page 52.) Any character (under any
punching system) attacking with both fists would use the attacking with two-weapons rule
(PHB, page 96). Note that wrestling generally requires two hands.
Q. The punching/wrestling table allows for results on an attack roll of 1. Don't 1s always
miss?
A. A roll of 1 always misses in normal combat. However, punching and wrestling are not
normal combat, and 1s can hit. This is an exception to the general rule.
Q. Is it acceptable for a character to wish for special abilities, such as thieving or spell-casting
abilities? If granted, would these abilities be permanent or temporary? Would such a wish turn
the character into something that had the desired power?
A. This is entirely up to the DM. You've listed a couple of reasonable approaches to the
problem. If wishes are fairly rare in the campaign, and the DM feels that the need is justified,
a special ability such as lock picking might be granted for a limited time, say as much as a
month (but more likely a few turns or hours). If wishes are true rarities or if the DM really
approves of high-powered player characters, it's fine to make the ability permanent, but I
suggest that the ability be low powered, about one-third to one-half of what the average player
character in the campaign might have. It's also a good idea to make the level of power fixed,
not subject to improvement though experience. It certainly is acceptable to twist such wishes
by changing the character into some creature that has the desired ability; such changes might
be permanent or temporary. It also is fine to have a creature possessing the desired ability
appear and serve the character for a short time. "Sage Advice" has discussed wishes before;
check out this column in issues #133 and #162 for general information.
Q. How can a necklace of adaptation allow a character to exist in airless space? Wouldn't a
character in a vacuum just explode?
A. In a fantasy game, being thrust into a vacuum does not necessarily cause catastrophic
decompression. The AD&D Spelljammer rules, for example, assume that anything in space
carries its own atmosphere. In any case, the necklace has the power to sustain the character in
airless space for as much as seven days. What happens to the character at seven days plus one
second is up to the DM.
Q. Can a wizard with a Zagyg's spell component case (from the Unearthed Arcana tome) pull
components for non-wizard spells from it?
A. The wizard can get the components for any spell he knows from the case. If he is a multi-
or dual-classed character, he can get non-wizard spell components. If the wizard does not
know a certain spell, he cannot "think of" the proper components and cannot get them from
the case.
Dragon #166 wrote:
Q. In what order do the volume of the Monstrous Compendium go?
A. In any order you want. Volumes I and II contain "basic" monsters, ones you'd find in just
about any campaign. The remaining volumes contain creatures that are primarily associated
with specific settings, such as the World of Greyhawk campaign or the Oriental Adventures
lands. Some or all the monsters in these volumes might be found in other settings. The
Monstrous Compendium's loose-leaf format is intended to allow DMs to organize the
creatures in any way they see fit.
Q. What happens to characters who are thrown into a state of shock because of some ghastly
happening? How would you use ability checks or saving throws to determine if a character
would be subject to such a state in the first place?
A. This is up to the DM. The simplest way to handle this would be to have the affected
character save versus paralysis, adjusted for wisdom. The effects of a failed save would vary
with the situation, but the morale rules in the Dungeon Master's Guide (pages 69-72) should
give you a few ideas. The Ravenloft boxed set (TSR product #1053) contains complete rules
for dealing with fear and horror; see chapter 4 of the Ravenloft booklet.
Q. In the Ravenloft adventure RA1 Feast of Goblyns, the scale on the Harmonia map is listed
as 1" equals 250 miles, making a trip from one side of town to the other a long journey
indeed. Likewise, the detail maps of Homlack and Skald are scaled at 125 miles per inch and
300 miles per inch, respectively. What are the real scales?
A. The scales for each map should be measured in feet, not miles.
Q. Would a ring of free action negate thieving penalties for wearing heavy armour? Would it
allow a wizard to cast spells while wearing armour? Would it allow an armoured character to
move at full (12) rate? Can the wearer swim?
A. A ring of free action protects its wearer from magical effects that hinder or immobilize,
and allows the wearer to function underwater without hindrance due to water resistance. It
does not negate encumbrance penalties, nor does it allow characters to ignore armour
restrictions due to character class (not even thieves). It is important to note that magic in the
AD&D game is specific and specialised; collateral effects, even those suggested by logic,
usually do not occur. While a character wearing a ring of free action can ignore the effects of
an entangle spell, the wearer is not granted the ability to freely move through underbrush as
can a druid. Likewise, there is no reason to assume that the wearer cannot float or swim in
water. (On the other hand, individual DMs might rule that this is the case, and thus give the
character a new problem to think about while adventuring in or near the water.) The wearer of
a ring of free action would be immune to attacks from a rope of entanglement, but could be
physically restrained and bound with any normal rope. Note that the ring also does not
empower the wearer to ignore barriers such as normal walls or a force cage spell.
Q. Is there a limit to the thickness and strength of the welds or rivets a knock spell can break?
Could the spell break a welded link of a massive chain holding up a bridge? Could it pop a
rivet out of a battleship?
A. A knock spell cannot do either of the things you have described. The spell opens closures;
it does not destroy structures. If a closure that can be opened by a knock spell (doors, lids;
shackles, et cetera) is sealed with a weld or rivet, the spell will break the weld or rivet,
provided that the closure is not larger than the spells area of effect. For example, a pair of
handcuffs riveted shut will pop open when knocked. Note that the spell description (see the
Player's Handbook, page 143) does not specifically mention rivets, but these should not be
allowed to provide an easy way around knock spells. However, a single rivet is one "means of
preventing egress". A single knock spell pops two rivets sealing an opening.
Q. Does a dual-classed character receive a new set of initial proficiencies when switching to a
new class?
A. This is up to the DM, but I suggest not. A character's initial proficiencies reflect what he
has learned during his non-adventuring career. Switching to a new class does not bring about
a fresh wave of knowledge. Also, since the rules allow a character to switch classes multiple
times if he qualifies (see the PHB, page 45), you will begin to encounter game balance
problems as characters gain multiple "loads" of initial proficiencies. Dual-classed characters
do, however, have to learn a new way of doing things when embarking on a new class, and
should be given at least one new weapon proficiency (and one non-weapon proficiency if the
campaign uses them) when starting the new class. Otherwise, the character is quite likely to
be miserably unprepared to pursue his new vocation.
Q. I have heard rumours of a Harpers Trilogy as part of the Forgotten Realms book series.
What do you know about it?
A. There will indeed be a Harpers series, with at least three books. The first book, Parched
Sea by Troy Denning, will be released in July 1991; the second book, Elf Shadow by Elaine
Cunningham, is scheduled for October 1991; and the third book, Red Magic by Jean Rabe, is
scheduled for November 1991.
Dragon #167 wrote:
Q. Are creatures that are immune to normal weapons also immune to "natural" damage such
as falling? If not, how much damage equals one "plus"? Is a creature that is immune to normal
weapons also immune to normal fire?
A. Table 48 in the Dungeon Master's Guide (page 69) implies that weapon immunities are not
absolute. Until official word comes along, you have several options: 1. You might apply
Table 48 directly. That is, a fall of 50' or more can hurt a creature hit by only +1 or better
weapons because it inflicts five dice of damage, and such creature can be harmed by any
creature with 4+1 or more hit dice. 2. You can assume that gravity and impact with the
unforgiving earth are more powerful than any weapon, and allow falls of any length to harm
any creature. Although some DMs rule otherwise, immunity to normal fire is a special
defence all by itself. Unless a creature's description specifically lists an immunity to fire or
other form of energy, it is safe to assume that the creature is vulnerable to various energy
attacks, magical or not.
Q. Can a vorpal weapon sever the neck even if the attack cannot reach the neck? For instance,
can a dwarf with a vorpal short sword sever a storm giant's neck? What happens if the
attacker gets a roll good enough to sever hut not good enough attack the target's armour class?
A. If the DM rules that an attack cannot reach the neck, then the neck cannot be severed.
However, there is no reason to assume that a foe's neck always is out of reach just because he
is taller than the weapon wielder. During the course of a melee round, a very tall opponent
might bend over to get a good swipe at his shorter opponent. Individual DMs must adjudicate
these situations as they arise. A vorpal weapon or a weapon of sharpness must score a hit to
sever anything. If the die roll is high enough to sever but not high enough to hit, the attack
fails and nothing is severed.
A. Gamesmanship such as you have described is fine in small doses; however, the DM must
intervene when rules-bending threatens to send the campaign out of control. What should you
do? Get creative. A shambling mound gains 1 HD and grows 1' with every lightning attack.
Ever hear of growing pains? Anything that causes pain can be construed as a hostile act (the
wizard in your example hardly has the shambler's best interests in mind), and attacks on the
subject of a charm by the caster break the effect. Or, assume that the growth effect is only
temporary, perhaps the shambler can maintain the extra growth for only a few turns or hours.
Afterwards, the shambler might shrink or the new growth might just die off. If you're feeling
especially cruel, you might rule that once the shambler reaches 16 dice, it splits off and forms
two 8-HD shamblers. Of course, the new shamblers wouldn't be charmed. Note that unless the
wizard in your example is using the charm plants spell, communication with the charmed
shambler isn't possible without a speak with plants spell.
Q. If a specialist wizard loses enough ability-score points to put him below the minimums for
his speciality, what happens? Does he simply become a generalist or is his loss more
catastrophic?
A. The specialist suffers no ill effects at all; ability score reductions of any kind are painful
enough. As this column has explained before. ability-score requirements for class and race are
initial requirements only! Once a character becomes a member of a certain class or speciality,
he stays a member unless he violates an alignment requirement or similar restriction placed on
the class.
Q. A couple of issues ago, you said that spells from a combined school are available to any
specialist who has access to at least one of the schools. Therefore, a conjurer can cast
evocation spells, because he is barred only from greater divinations and invocations. Right?
A. Many local game stores sponsor clubs. If the store doesn't have a club, the management
probably will let you post a notice asking about clubs. When looking for a club, be ready to
form your own if there isn't one in your area; it's quite likely that other gamers in your area
also would like to join a club. The worlds largest role-playing club, the RPGA Network, has
members in every region in the United States and in about 17 other countries. For more
information about the RPGA Network, write: RPGA Network, P.O. Box 515, Lake Geneva
WI 53147, U.S.A. Although the RPGA Network is a large, centralized organization, it
currently has about 40 smaller, local game clubs affiliated with it, and it is getting ready to
accept game retailers as members. RPGA Network members have access to a staff of
volunteers who help members locate individual gamers or clubs in their local areas. Members
can place free classified advertisements in Polyhedron Newszine, the Networks bimonthly
newsletter, which is scheduled to become monthly in May 1991.
Dragon #168 wrote:
Q. How much weight can a wizard carry when using a fly spell?
A. This is up to the DM. Most campaigns allow the recipient to fly with as much weight as he
normally could carry. Some campaigns apply the standard encumbrance rules (see the PHB,
page 76-79) and cut flying speed according to the weight carried. Other campaigns allow
flying only when the recipient is lightly encumbered.
Q. What's all this about copying a spell into a spell book from a scroll (from Dragon #157,
page 25)? According the DMG, page 41, spells can be researched using scrolls, but not just
copied.
A. Page 41 gives the specific time requirements and costs for getting a spell found on a scroll
into a spell book. Technically, the wizard does not copy the spell but reinvents it, using the
scroll as a guide, then records the "invention" into his book. It amounts to the same thing.
Q. How does the invisibility spell work? Does it make the recipient transparent? If so, why
isn't it an alteration spell? If invisibility is illusory, who decides what a creature sees when
looking through an invisible creature? (Since the subject is "removed" from the scene,
something 's got to replace it.) Why does attacking make the subject visible? Why doesn't the
spell make objects the subject picks up disappear?
A. Invisibility is illusory, and no one decides what a creature sees when gazing through an
invisible creature. The recipient isn't removed; it is rendered visually undetectable. In
campaigns in Lake Geneva, most people assume the spell bends light so it passes around the
recipient rather than bouncing off the recipient or being blocked altogether. "Bent" light
affects a creature's eyes in exactly the same way unbent light does, though very intelligent or
powerful creatures have a chance to notice the bent light and get a saving throw against the
effect (see the PHB, page 142). There probably are many other workable explanations of the
spells mechanics; for example, the retinas of a viewing creature's eyes might be rendered
completely insensitive to the recipient's image. In any case, the spells effect is strictly limited
to a live recipient (the spell description lists "creature touched" as the area of effect), and the
spell has absolutely no power to change the way the subject's surroundings look. If you take
another look at the spell description, you'll see that items the subject picks up do become
invisible. For the purposes of this spell, anything the recipient can tuck into his clothing is
considered part of the recipient. Attacks break the spell because the dweomer isn't powerful
enough to continue hiding the recipient from creatures under attack. The instinct for self
preservation sharpens the victims' perceptions, and the spell unravels. Apparently, quite a few
folks think invisibility ought to fall into the alteration school; if you are one of them, by all
means go ahead and run it that way. However, one also can argue that invisibility is an
enchantment because it grants the recipient the "power" to disappear-and to make objects
disappear, too. Invisibility is called as an illusion because the spells primary effect is to
change the way other creatures perceive the recipient (i.e. they have no visual perception of
the recipient at all). As such, the spell is more akin to other perception-altering spells such as
phantasmal force and blindness than to any other class of spell (one also could argue that
blindness is an alteration, since it "removes" sight, but the loss of sight is a change in the way
the recipient perceives things, so the spell is classed as an illusion).
Q. Why can't psionicists be chaotic? After all, chaotic creatures tend to be self centred, and
self knowledge is important to psionicists. Can chaotic characters have wild talents? Can a
psionicist who has lost his abilities because he has become chaotic develop a wild talent?
A. It is very hard to answer this question any better than the Complete Psionics Handbook
already does (see page 10), but here it goes: A broad range of psionic powers can be
developed only through long hours of patient and intense meditation conducted according to
strict rules. Chaotic characters are too impatient to meditate and too free thinking to accept the
rules; therefore they cannot become psionicists. Many chaotic creatures have natural psionic
abilities, but these creatures are not psionicists per se. Only chaotic evil characters are terribly
self centred; chaotic neutrals tend not to care about much of anything except for spreading
chaos, and chaotic-good characters generally are concerned about other individuals' basic well
being and freedom from oppression. In any event, to be self centred is not the same thing as
being self aware or having true self knowledge. Any character can manifest a wild talent, even
a "fallen" psionicist.
Q. The PHB says druids must be "neutral". Does this mean druids have to be true neutral, or
do they just have to have an alignment with a neutral component?
A. The people asking these questions all seem to share the same misconceptions about
alignment. If questions similar to these have occurred to you, I suggest you carefully reread
the section on alignments in the PHB, starting on page 46. Pay special attention to the second
paragraph on page 46, particularly the last sentence. Alignments in the AD&D game are the
cornerstones of characters' personalities. They help each player decide what a character 's
attitudes and values are, but they are guidelines, not absolute rules. The game's designers and
editors do not assume that the entire spectrum of morality, ethics, and philosophy can neatly
be categorized into nine strict divisions, and you shouldn't either. When picking an alignment
for a player character, I suggest you spend some time thinking about what the character's
disposition, principles, and sentiments are; then choose an alignment that fits the character.
Alignment is not defined by a single act. A good thief might indeed pick a pocket, and he
might do so for any of many different reasons. He could lift a few coppers from an
ostentatious fop to help feed a starving waif; he could filch the spell components from an
opposing wizard during a combat encounter; or he might steal something outright, temporarily
succumbing to greed (any character is entitled to commit the occasional slip). Note that, in the
core AD&D 2nd Edition game, there are no lawful good thieves (see PHB, page 38). I
occasionally see a letter from a person who thinks of lawful-good characters as ruthless,
heartless folk who relentlessly impress their own views on others, but that's the lawful evil
formula for living. "Good" implies altruism, kindness, and the ability to see that serving the
welfare of others can promote one's own self interests. On the other hand, I get too many
letters from people who think good characters, and lawful-good characters particularly, are
doormats who'll always allow evil creatures take advantage of their nobler instincts. Not so.
Lawful good characters, especially paladins, usually have very definite ideas about what has
to be done to promote goodness, and they are free to try all manner of things to achieve their
goals. Torture usually is considered evil because helpless people are capriciously harmed;
however, a lawful good creature might very well use bluff, intimidation, or even stronger
measures to get vital information from a captive in order to better protect the innocent or
confound a great evil. One severe interrogation, administered at the right time and for the
right reason, does not make an inquisition. I get a lot of letters from people having trouble
with the druidical ethos. Druids in the AD&D game believe in a "natural order" in which
good, evil, law, and chaos play equally important roles. The first two paragraphs under the
"ethos" heading on page 37 of the PHB explain the major elements of druidical doctrine.
Contrary to popular belief, maintaining "balance", especially on a personal scale, is not a
druidical priority. According to the druidical view, there is a universal cycle that constantly
shifts the cosmic balance between the eight "extreme" alignments. Even major shifts in the
balance don't bother druids, since any one alignment's ascendancy is as temporary as fine
summer weather. Druids are, however, on the lookout for anything that might cause the
balance to "stick". In the druidical view, a universe permanently turned good or evil would
either be unproductive, like a world caught in eternal summer where the harvest never comes,
or sterile, like a world gripped by endless winter. However, most parties' actions are
insignificant when measured on a universal scale. Even heroic adventurers don't often get the
chance the affect the whole cosmos, and very few mortals ever get the opportunity to affect
the balance in a way that would concern a druid. Druids do not deliberately change their
actions to reflect first one alignment, then another. Such shifts would make a druid's actions
totally unpredictable, which in turn would tend to promote chaos. Druids believe that each of
the eight alignments is equally valid, so it doesn't much matter to a druid which alignment his
recent behaviour tends to favour; any alignment will do over the short run. Druids do tend to
be non-judgemental about good, evil, law, and chaos; and they try to remain flexible and
uncommitted to any single moral, legal, or philosophical system. However, druids regard
inter-alignment struggles as part of nature, and druids serve nature. Since druids regard
conflict between alignments as necessary, they do not seek to prevent their parties from
continuing the struggle, nor do they resent being pulled into it themselves. Staying completely
aloof or blocking their companions involvement would be as "unnatural" as trying to keep the
leaves from falling in the autumn. Also, druids aren't stupid. Most parties won't take kindly to
having their efforts continually stymied by a contrary druid (remember, alignment does not
make characters into doormats). Being non-judgemental, druids tend to go along with
whatever their party chooses to do unless the party's actions threaten trees, crops, wild plants,
and other things the druid is pledged to protect.
Dragon #169 wrote:
Q. Is the survival non-weapon proficiency useful only for extreme climates such as tundra or
tropical jungle, or can it also be used for the temperate forests where most AD&D game
campaigns are set?
A. The survival proficiency can be applied to any combination of terrain and climate. It is
entirely possible for a ranger or druid to starve in the woods if the character is lost in
unfamiliar terrain at the wrong time of the year. For example, food and water can be pretty
tough to find in a deep forest in high summer when very few nuts and berries are ripe. On the
other hand, even an unskilled character could do very well at the right time in familiar terrain.
Q. Is a character illiterate in his native tongue if he does not have the reading/writing
proficiency? If this is so, isn't reading/writing absolutely required for wizards and priests?
A. If you are following the rules strictly, one proficiency "slot" must be spent for every
language to be read or written. All wizards learn how to read magical notation, which is a
highly specialized symbolic language, something like musical notation. This does not
necessarily mean the character can read and write in other languages. Likewise, priests learn
to recite prayers, catechisms, and the like; they might never learn to read anything. Individual
DMs may hand out a few free reading/writing proficiencies to characters who might need
them.
Q. Is the seamanship proficiency required to operate a small boat such as a canoe or kayak?
How much do kayaks cost, anyway?
A. Seamanship includes the ability to handle small boats and serve as a crewman on larger
craft. Whether or not seamanship is absolutely required to use a small boat is up to the DM
(see the next question). The DM might also choose to limit seamanship to large craft and
create a new proficiency, boating, to cover small craft. Kayaks, when available at all, cost
about the same as canoes of similar size, 30-50 gold pieces.
Q. Isn't it silly to require a proficiency check every time a character wants to do something
unusual or complex? Doesn't everybody have at least a slight chance to succeed at anything?
How would such chances be calculated?
A. It would indeed be silly to roll the dice every time a character attempts a task. However,
nobody can try to do everything and succeed all the time. To stay between these two
extremes, the DM must decide how difficult a task is and decide what skills are necessary to
complete it. There are some things just about anybody could do; for example, it doesn't take
the rope use skill to tie one's shoes, nor does it take the carpentry skill to nail two boards
together. However, some skills look a lot easier than they really are. Canoes, for example,
have a nasty habit of moving in circles when improperly paddled. Likewise, row boats also
are fond of orbiting or not moving at all when an inexperienced oarsman tries his hand. While
a character with seamanship probably shouldn't have to roll to control a boat or canoe on a
calm lake, unskilled characters are in for a hard time even under such favourable conditions.
Also, there are some tasks that unskilled characters cannot complete. Only a carpenter has
enough knowledge to build an entire house, and only a seaman can hope to control a boat or
canoe through a dangerous rapids or during a wind storm. When adjudicating attempts that
fall into the middle ground, the DM should decide how difficult the task is and how much
specialized knowledge is needed for success. A skilled character probably can automatically
complete an absurdly simple task even under poor conditions (perhaps failing only on a roll of
20), while an unskilled character might have to try harder. For example, a character with rope
use might be able to tie his shoes with one hand or while hopping on one foot, while an
unskilled character might have to make a roll. A good rule of thumb in such cases is to use the
normal proficiency score reduced to one half or one quarter (round fractions down); the more
difficult the task, the less chance there is for success. Consider the circumstances carefully.
The world-record long jump currently is 29'2½", but this does not mean that every
adventurer can leap a 10' pit with ease; encumbrance, damage, footing, lighting, even ceiling
height will affect any attempt to jump. The DM should decide on a case-by-case basis using
common sense. The DM should try to avoid making the campaign a slave to the proficiency
system, but making the players think their characters out of a predicament is better than
allowing them to extricate themselves by calling on skills the characters do not have.
Q. I have a dual-classed fighter/thief whose thief level finally has exceeded his fighter level. If
he uses two weapons, can he still get weapon specialization bonuses? Can he use weapon
specialization bonuses while backstabbing? Which saving throw chart does he use?
A. A character can use a specialised weapon with another weapon; see the "two-weapon
style" question in "Sage Advice", Dragon #165, page 91 for details. Neither dual-classed nor
multi-classed characters can combine class abilities. If your fighter/ thief back stabs, he must
use his rogue THAC0 and must forgo specialization bonuses; he can, however, use his warrior
strength bonuses. Strength and magical bonuses to a thief's damage are applied after the back
stab multiplier. A multi-classed character (and a dual-classed character whose active class
level has surpassed his original class level) uses the best applicable saving throw.
Q. Can a spell caster have two mirror image spells running at the same time? If so, is there a
limit to the total number of images the caster can have at one time?
A. I cannot think of a reason why multiple mirror image spells cannot be used, but note that
each additional spell creates 2-8 additional images of the caster, not of the caster and all
previously existing images. I strongly suggest that you limit the total number of images to
eight. If an additional spell would bring the total to nine or more images, the excess images
from the new spell are lost.
Q. According to the magic jar spell description, the host life force is held captive in the
receptacle if the spell caster gains possession of a body. What happens to the host life force if
the receptacle is destroyed while the caster is still in the host body?
A. Magic jar creates all kinds difficulties for DMs. Here.s an answer to tide you over until
something official comes along: Any life force held in a magic jar receptacle is slain if the
receptacle is destroyed (see the Player's Handbook, page 170). However, unwilling victims of
magic jar spells are not irrevocably slain as the caster would be if the receptacle is destroyed,
as the captive life force is not an integral part of the spell as the caster's is. Note that the
caster's life force must return to the receptacle before returning to his own body. If the DM
feels the need to discourage player characters from using magic jar as a cheap way to slay
opponents, it is fine to set a high value on the crystal or gem required for the receptacle, to
prohibit the caster from replacing receptacles when they are destroyed (thus trapping the
caster in the host body), or both.
Q. How are the fiery bolts created by the second version of the third-level flame arrow spell
used? Can the caster hurl them all at once? Does he have to roll to hit his targets? Will the
bolts affect creatures harmed only by magic weapons?
A. The caster need not hurl all the bolts on the round of casting, but unused bolts are lost
when the spell's duration expires at the end of the round. The caster must make a to-hit roll for
each bolt; range modifiers do not apply to the roll, but dexterity adjustments do. The DM
might wish to allow an additional +2 to-hit bonus as in the Melf's minute meteors spell. The
fiery bolts are a magical attack and can affect just about any creature. Note that the bolts
inflict minor piercing damage (1d6) and fire damage (4d6, save for half); creatures that are
immune to only one of these forms of damage still suffer the other form of damage if struck.
If the caster directs one or more bolts at a magic-resistant creature, the creature makes one
magic resistance roll for the volley; if it succeeds, the entire volley is negated. Bolts from
multiple casters constitute separate volleys.
Q. What happens to creatures that are partially or completely submerged in mud when a mud
to rock spell is cast in the vicinity?
A. A creature completely submerged in mud will be trapped in the resulting rock. Creatures
walking or wallowing on the surface might escape entrapment if they save versus breath
weapon.
Q. Will a wall of iron stand up on its own, or does it always tip one way or another? Will it tip
if placed directly against an existing wall, or will it insert itself into the wall and reinforce that
wall?
A. An unsupported wall of iron will fall over unless it can insert itself into adjacent non-living
material. The wall can be placed face-to-face with another non-living surface to reinforce it.
Note that a wall of iron is always created vertical. Also, a wall of iron is very heavy, and the
DM might rule that even a supported wall will tip if the adjoining material is very weak (such
as a thin wooden or plaster wall). In such cases the magical wall probably will bring the
supporting material tumbling down with it.
Q. Are undead, constructed beings, or plants affected by the polymorph other spell or a wand
of polymorphing? Why or why not?
A. Most creatures, including undead and simulacra, can be polymorphed with the fourth-level
polymorph other spell or a wand of polymorphing. (As a side note, golems are creatures, but
all of them are immune to polymorph spells.) Generally speaking, a creature is an entity that
can move and react without outside aid. A creature need not be alive. On the other hand,
magically controlled creatures still are creatures even when not acting independently.
Animated non-living objects (excluding skeletons and zombies) are not creatures, whether
magically or mechanically animated. If the DM uses science fiction monsters such as sentient
robots or androids, he should decide when they are introduced whether to treat such entities as
objects or creatures. Non-sentient plants probably should not be considered creatures for
purposes of low-level polymorph magicks. Note that animals cannot be turned into plants by
polymorph other spells or a wand of polymorphing; the eight-level polymorph any object spell
is required for such transformations.
Q. The description of the portable hole in the DMG says there is a limited amount of air in the
hole. Do bags of holding have a similar limitation or do they allow unlimited breathing? Just
how large an object will fit into a bag of holding?
A. Bags of holding, like portable holes, do not contain any air except what happens to be
inside when they are closed. However, it is assumed that a bag can be left open just a bit when
living creatures are kept inside. If a bag is tightly sealed, there is limited air inside. A large
bag has about the same internal capacity (250 cubic feet) as a portable hole (a little more than
282 cubic feet). The other bags have proportionately less space and air inside them. Note that
most creatures will use up oxygen faster than it can be replenished through a small crack, so a
bag still would have to be opened every half hour or so to keep creatures inside from
suffocating. No item can be placed inside a bag of holding unless it can pass through the
mouth. A standard bag of holding, laid out flat, is 2' wide and 4' long, with a mouth at one of
the narrow ends. No object can pass through the mouth into the bag unless its circumference
is 4. or less. For example, a chest 1' across on all sides will fit into the bag, but a chest 1½'
across on all sides will not. Because bags of holding are larger on the inside than the outside,
they can hold objects that are very long. Assuming that a standard bag is twice as deep as it is
wide, each type of bag can hold objects about this long: 30 cubic feet, 5'; 70 cubic feet, 6½';
150 cubic feet, 8½'; 250 cubic feet, 11½'. A portable hole can hold an object about 12½'
long. Note that this assumes the object is very thin; bulky objects would have to be a bit
shorter.
Q. Why do the potions of heroism and potions of super heroism work only on warriors?
A. There are several magical items that work only for specific classes. In each case, game
logic and game balance play a role. Game logic in this case is unclear, but it probably goes
something like this: The potions enhance, not create, the warrior potential in a character.
Zero-level characters and warriors have the potential to be enhanced, but members of other
classes do not. The latter have abandoned or suppressed any warrior potential while training
to become members of their own classes. Game balance demands that there be distinct
differences between classes. Class specialisation in the AD&D game helps to insure that all
characters are not near-clones trying to achieve the same menu of skills and abilities. Clearly
defined character classes also make teamwork necessary, since one or two characters cannot
do everything that might be required for successful adventures. This also promotes role-
playing and campaign longevity. Most magical items that duplicate class abilities are class
specific. Otherwise, class distinctions would disappear and a typical party would become a
homogeneous mix of wizards turned healers, wand-toting fighters, sword-swinging priests,
and scrying rogues.
Q. When using Table 8 (on exceeding level limits) from the DMG, which ability score is the
prime requisite for a ranger?
A. The prime requisites for a ranger are strength, dexterity, and wisdom. The prime requisite
for each character class is listed at the beginning of the class description in the PHB,
immediately after the class's ability requirements.
Q. How should ability score checks be handled for monsters with no defined abilities? For
example, how do I determine the dexterity score for a horse or a hill giant?
A. If the question comes up during play, it is best to decide quickly. Keeping the game
moving is more important than making a precise calculation. I suggest that you assume that
any monster has average ability scores (about 10). Just roll a 1d20 for ability checks; if the
result is 10 or less, assume the creature passes the check. If the roll is higher, start figuring:
Roll 1d3 to get the base ability score. In the case of dexterity, add one or two to the base score
if the creature is described as agile, quick, or sure footed (subtract one or two for clumsy
creatures). You might add a point for a high movement rate and one point for every multiple
of three that the land or water movement rate rises above 12 or every multiple of six for air
movement above 18 (you can subtract points at the same rate for exceptionally slow
creatures). Generally, creatures with multiple legs are more sure footed than bipedal creatures,
allowing one point for each pair of legs after the first two. The situation will exclude some
modifiers; a horse might get modifiers for speed and legs when determining if it can jump a
fence, but it might get none for deciding if it slides down a rocky slope. On the other hand, a
basilisk probably could not jump over a matchbox but would get credit for its eight legs when
negotiating slopes. Giants are notoriously clumsy, but their sheer size allows them to simply
ignore most obstacles. When calculating other ability scores, consider the following: Strength
generally equates to size; tiny creatures might receive a -2, small creatures a -1, man-sized
creatures no modifier, large creatures a +1, and so on. Creatures especially noted for strength,
such as draft horses, might get an extra point or two. If a creature has any damage modifiers
from strength, use Table 1 in the PHB to estimate its strength score. Wisdom generally
equates to intelligence, with an extra point or two if the creature has priest spells is noted for
its cunning or guile. Most monsters have higher than normal constitutions (say 11-13),
modified for size as per strength. Most monsters have low charisma scores (say 8-10) with
extra points added for high intelligence and times when a creature deals with other monsters
of the same alignment. Needless to say, it's always better to go through this process before
play begins when possible.
Q. The description for the wall of sand spell in Forgotten Realms Adventures implies that the
wall is always 12' high, no matter what the caster's level. Is this the case?
A. Judging from the descriptions of other wall spells, I suggest that a wall of sand be no
thicker than 4' per caster level, up to 12' high per caster level, and up to 4' long per caster
level.
Q. The spectral wings spell from Forgotten Realms Adventures creates two 12. wings with a
wingspan of 26'. Doesn't 12 + 12 = 24? Also, the spectral wings will follow their last
instruction if the caster is slain. How aggressively will they follow an order such as "kill those
creatures that are attacking me"?
A. The spell creates a ghostly steed with 12' wings; the extra 2' come from the thickness of the
mount itself. the steed has no intelligence and acts only at the caster's command. It is utterly
incapable of following complex orders. The DM might allow the steed to make overbearing or
pummelling attacks, but the caster must think out such attacks action by action, as though
performing the attack himself. If, for example, the caster orders the steed to swoop own and
attack a foe, but the caster is slain before he gets there, the steed follows the last command "to
swoop" and probably will smack the ground at a high rate of speed as there is nobody to stop
its dive. In this case, the steed tries hard to drive itself right into the earth until its duration
expires.
Dragon #170 wrote:
Q. Can the victim of a maze spell choose to remain inside longer than his intelligence would
allow, or must he escape immediately? What about a held, unconscious, or slain victim?
Would a blind victim require more time to escape than his intelligence would indicate? Can
the victim do anything while in the maze except try to escape? That is, can he cast a spell,
drink a potion, scry, lay on hands, et cetera? Can a teleport without error spell be used to
escape the maze, since it allows the caster to "jump" planes?
A. The spirit of the spell description suggests that the nature of the labyrinth created by the
maze spell prompts the victim to escape as soon as possible, and that no actions other than
escape are possible while a victim is within. The victim can try a spell to get out, but he
cannot do anything that does not contribute directly to escape. A slain victim is no longer a
creature and is not subject to the spell, which affects only creatures. A held victim cannot
begin to escape until the hold spell wears off, but the maze spell's duration can never exceed
eight turns. Likewise, an unconscious victim will emerge from the labyrinth when its duration
expires 2d4 turns later. Note that the victim's intelligence, not speed, is the primary factor in
escape; a slowed victim does not spend additional time in the labyrinth. If the labyrinth's
"shifting planes of force" are similar to walls of force, sighted victims would have to feel or
sound the way out, as the planes would be invisible. In any case, the spell description implies
that the labyrinth is a visually confusing place, so blind victims should have no extra
difficulty escaping and creatures well adapted to blindness might escape more easily at the
DM's option. Local conditions can make teleportation of any kind impossible, and the
labyrinth would seem to be one of those places.
A. Innate abilities of any kind can be dispelled (see the PHB, page 148). Anti-magic shells
foil innate abilities that are directed at other creatures (such as fear spells), but I suggest that
innate abilities that affect only the user, such as shape change, remain unaffected. Note that
divine abilities of any kind generally are not affected by mortal anti-magic.
Q. Will an anti-magic shell spell negate innate magic resistance? What about magic resistance
from a magical item?
A. Magic resistance comes into play only when the anti-magic shell spell could directly affect
the resistant creature. A conjured or summoned magic-resistant creature would be hedged out
by an anti-magic shell, and its magic resistance, regardless of its source, would come into
play. If the magic-resistance roll succeeds, the anti-magic shell collapses, as would any other
in-place spell (see the DMG, page 67). If the magic-resistant creature is not conjured or
summoned, it is not hedged out, but its magic and magical items cease functioning while
within the anti-magic shell. If a conjured or summoned creature fails its magic resistance roll,
it is hedged out by the anti-magic shell and all its abilities and items work normally. However,
the anti-magic shell continues to negate any of the creature.s magical effects that are cast into
it. In no case does magic resistance allow non-artifact magical items to continue functioning
inside an intact anti-magic shell. Note that a magic resistant creature inside an anti-magic
shell still is magic resistant, but this usually is irrelevant as no mortal magic works within that
spell.
Q. What should be considered when calculating the damage inflicted on an attacker by a fire
shield spell? If a man-sized creature attacks a large creature with a weapon, does the attacker
suffer damage at the weapon's larger-than-man-size rating or at the man-size rating? What if
the target is immune to the attack?
A. A fire shield returns the actual damage inflicted on the protected creature. If an attack
delivers 10 hit points damage, then the attacker suffers 10 hit points damage even if the
weapon used couldn't do 10 hit points damage if employed against the attacker. If the attack
fails to deliver any damage to the victim, the attacker suffers no damage.
Q. The ranges of the two globe of invulnerability spells are 0. Since this means the spell is
automatically cast on the wizard, why can't these spells move with the caster?
A. The two effects are immobile. In this case, the effect appears at the caster's location and
remains behind when he moves.
A. Generally not. Using an innate ability can cause an initiative delay (see the PHB, page 94)
but does not require a significant amount of concentration.
A. I suggest you allow personal air envelopes to exist only in wild-space or the phlogiston.
However, DMs are free to decide exactly where an atmosphere ends and wild-space begins,
and they may even vary it from planetary body to planetary body. Some planets might have a
sharply defined boundary between the two; in such systems, a traveller either is in the
atmosphere or in space. Other planets might have an indefinite boundary; travellers in the
atmosphere near the boundary might have difficulty breathing until they cross into wild-space
and carry away enough atmosphere to form a breathable envelope. The boundary between
space and atmosphere needn't be uniform. Such a boundary might exist at different altitudes at
different spots on one planet, and a planet might have mountains that poke through the
atmosphere into space.
Dragon #171 wrote:
Q. Recently, one of my players wanted to have his character use a phantasmal force spell to
create illusory duplicates of his entire party. I have always assumed that phantasmal force can
create only one image, so I said no. Was I correct? Can a phantasmal force spell be used to
hide people? Can it make a party on a road look like just a road?
A. The spell description supports your view. The first sentence says the spell can create the
illusion of "any object, creature, or force". All the terms are singular, and this probably is not
an accident. On the other hand, one can play around a bit with the word "force". The term
"force" indicates things that are not physical objects but that have physical effects, such as
lightning, but a group of beings organised into a military unit or for other purposes also is a
"force". I once saw an interesting compromise between these two views: The DM allowed
phantasmal units of creatures, but only if all the creatures in a unit were identical and only if
they all moved and acted together. It also is not contrary to the spirit of the rules to allow
phantasmal cave-ins or avalanches. If you interpret the description narrowly, these are out of
the question because they are made up of many small objects; however, the individual objects
are part of a larger whole. Note that anything created by a phantasmal force spell (and its
cousins, the improved phantasmal force, spectral force, and advanced illusion spells) is
strictly limited to the spells immobile area of effect. A phantasmal creature, for example, can
move but must remain entirely within the area of effect. The phantasmal force spell and its
cousins create images of things. These spells do not cause things to disappear or to appear to
change their forms; that is what the invisibility, massmorph, and veil spells are for. A
phantasmal force spell can create a wall or boulder behind which the party can hide, but it
cannot make the party disappear or look like something else.
Q. I have encountered a DM who insists that the wizard spell fly ends if the recipient lands,
which in effect makes the spell good for only one "hop". Is this really the case?
A. This sounds like a workable house rule, but there is nothing in the spell description (in
either edition of the AD&D game) that even begins to suggest that this is the case. Note that
clever fly spell users can get around this rule just by hovering a few inches off the ground
instead of actually landing.
Q. Do "at will" abilities happen instantaneously? For example, can a creature that can become
invisible at will first attack, then become invisible before any opponents can return the attack?
If there is a delay before the creature can become invisible, does the delay last as long as the
casting time for a spell? Can "at will" abilities be combined with spells or melee attacks?
A. Innate, spell-like abilities use most of the rules for spell casting except casting time. They
require only a fleeting mental command; however, they cannot be combined with spell casting
or physical attacks, and they are not instantaneous (there is an initiative penalty of + 3). See
the combat section in the Dungeon Master’s Guide, page 64, for more details.
Q. In psionic combat, are the values listed in the Complete Psionics Handbook, Table 14,
page 26, added to the character's relevant attribute (wisdom) to get the score needed for a
successful attack, or are they added to the power score? Also, why is psychic crush such a
lousy attack mode? There are more effective attacks for every defence on the table.
A. The modifier is added to the power score, not the ability score. Whether or not psychic
crush is a "lousy attack" is a matter of opinion. It is true that the other attack forms will
probably yield contact against a closed mind more quickly than psychic crush can, but psychic
crush has a respectable range (short, but the power score does not drop at the extreme end of
the range), and it can do real damage.
Q. What does the term "X Mult" mean under the PSP entry in the duergar and yuan-ti listings
in the Complete Psionics Handbook's "Monstrous Update" section?
A. "Mult" means multiplier, which is the same as the creature's hit dice. The more hit dice, the
more psychic power points the creature has.
A. The Castle Guide gives rules for their use, but not their costs. Here is an unofficial price
list to hold you until something better comes along:
Item Cost
Ballista 200 gold pieces
Bombard 20,000 gold pieces
Bore 800 gold pieces
Cannon, heavy 10,000 gold pieces
Cannon, light 6,000 gold pieces
Catapult, arrow 300 gold pieces
Catapult, heavy 540 gold pieces
Catapult, light 400 gold pieces
Gallery 600 gold pieces
Ram 500 gold pieces
Siege tower 1,000 gold pieces
Trebuchet 800 gold pieces
Q. When designing a custom spelljamming vessel, how do you define the ship's tonnage,
manoeuvrability class, and crew requirements? How much does it cost to build a spelljammer
from scratch?
A. This is a topic is too complex to deal with here. Until something official comes along,
which may happen in 1992, individual DMs must make these decisions on a case-by-case
basis by comparing ships designed for their campaigns with the ship statistics given on pages
28-33 of the "Concordance of Arcane Space", from the Spelljammer boxed set. Here are a few
unofficial suggestions for determining statistics and costs for new types of spelljammers: A
quick way to estimate a new ship's tonnage is to multiply its beam length by its keel length,
then divide by 120 or 125. This works well only for the oblong hull types such as
hammerships. Generally, a ship can carry one person per ton of displacement, and it requires
one crew member per three tons of displacement. Converted groundling ships and large,
blocky ships, such as neogi deathspiders and dwarven citadels, have poor manoeuvrability
ratings (E or F). Compact, barrelshaped ships, such as squid ships and hammerships, have
midrange ratings (C or D), and light ships with lots of sail area have high ratings (A or B).
Judging from the repair rules on page 70 of the Concordance, building a ship from scratch is
much more expensive than buying one "as is"! About 1,000 gold pieces per ton seems to be
an accurate figure for medium-sized, fairly manoeuvrable ships (30-60 tons, manoeuvrability
class D) made of thick wood. This cost does not include large weapons or motive power,
though the builder might offer the purchaser a package deal. Highly manoeuvrable ships, or
ships made of metal or ceramics, would cost more per ton. The 1,000 gold pieces/ton figure is
significantly lower than the repair costs, but I assume the listed repair costs reflect quite a bit
of haste and desperation.
Q. Who is the "attacker" if two spelljammers declare head-on rams against each other? It
stands to reason that the ship with the initiative is the attacker, but what happens if they roll
simultaneous initiative?
A. Designating the ship with the initiative as the attacker seems to be a good ruling to me. I
suggest re-rolling a simultaneous initiative right before the ramming attempts take place.
Keep re-rolling ties until one ship wins, then follow the rules on page 65 of the Concordance.
Q. Where are the new proficiencies in the SPELLJAMMER boxed set? I cannot find them
anywhere.
A. I cannot either (they were dropped from the rules; see "Awash In Phlogiston", in Dragon
#153). The module SJR1 Lost Ships (TSR product #9280) has a few space proficiencies, and
there will be a host of new proficiencies in one or both of the Spelljammer rules supplements
scheduled for release next year: the War Captain's Companion boxed set (tentatively
scheduled for March 1992) and the Complete Spacer's Handbook (tentatively scheduled for
October 1992).
Q. The THAC0 listings for large weapons, on pages 40-42 of the "Concordance of Arcane
Space", conflict with the listings on page 57. Which ones are correct? The book says large
weapons ranges are reduced inside of atmospheres, but by how much?
A. The table on page 57 has the correct THAC0s; this table also is included in the
Spelljammer Dungeon Master’s Screen. Actually, the ranges given in the Concordance are for
long-range combat, which is impossible in an atmosphere. To conduct combat with large
weapons inside an atmosphere, use the siege rules in The Castle Guide or the Battle System
[/i] rules. Note that spelljammers have tremendous speeds, even in atmospheres (see the
Concordance, page 51), and two spelljammers will have little time to exchange missile fire if
they are approaching each other.
Q. What happens if a spelljammer enters a planet's gravity well? Does it retain its own gravity
until it touches the surface, or does the planet's gravity immediately take over? Is there a
minimum size for a planet?
A. The ship retains its own gravity until it touches the planet's surface; see page 14 of the
Concordance for details. Note that the ship immediately drops out of spelljamming speed as
soon as it enters the planet's gravity. A "planet" is here considered to be anything that
displaces at least 10 tons. Note also that when two objects touch, the larger object's gravity is
dominant. For example, a 50-ton ship touching a 20-ton asteroid imposes its gravity on the
asteroid. Individual DMs might rule that certain planets immediately override a ship's gravity
when the ship enters their gravity wells. This might be due to those planets' sheer size (each
being, say, 100 times the ship's displacement), or it could simply be those planets' inherent
properties, regardless of relative size.
Q. How long does it take for a spell caster to regain spells after using a spelljamming helm?
Does the helmsman actually forget his spells during and after spelljamming?
A. How long a helmsman must rest before casting spells is up to the DM. The helmsman must
rest for as long as normal for him to regain the spells he currently has memorized;
spelljamming does not erase the spells' patterns from the helmsman's brain, but it does disrupt
the flow of magical energies within it (see page 34 of the Concordance). The minimum time
required to regain spell-casting ability is "a restful night's sleep" (see the 2nd Edition Player’s
Handbook, page 81). For spelljamming purposes, this probably should be eight hours, though
it may be slightly shorter or longer if the DM assigns a rest requirement that varies with the
level or type of spells to be cast. In any case, the helmsman does not have to study his spells
unless he wants to change them.
Q. Can an iron golem or green dragon in wild-space poison itself by using its breath weapon
inside an air envelope?
A. No, in both cases. Golems require no air, so an iron golem's poison gas cannot harm it.
However, if the air envelope is small enough (created by an object of 10 tons displacement or
less), the air is immediately fouled if it was not already, which might cause problems for
living creatures who depend on the air envelope. Poison gas breath weapons from dragons,
such as those of green and gold dragons, immediately foul air envelopes unless their tonnage
is more than five times the dragon's hit dice. However, green and gold dragons are immune to
gas attacks and are unharmed by air that has been fouled by such attacks, including stinking
clouds, cloud-kills, and similar spells; as far as the dragon is concerned air made foul by such
attacks still is fresh, and it remains fresh for the normal period of time.
A. This is up to the DM, but the process takes hundreds of years for soft materials such as
wood, and thousands of years for hard substances such as gemstones. Perishable materials,
such as most foodstuffs, will rot normally long before a continual light spell can affect them.
Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed
by this spell, the spell ceases to function.
Q. What is the duration of the second-level ghoul touch spell from page 98 of the Complete
Wizard's Handbook? The summary at the beginning says one round per level, but the text says
3-8 rounds.
A. The caster's ability to use ghoul touch lasts one round per level. Victims who are touched
and fail their saves versus paralysis exude a carrion stench and remain paralysed for 3-8
(1d6+2) rounds.
Q. Can an anti-magic shell be cast on a building in conjunction with permanency? If so, could
spells be cast inside the building? Could spells be cast from inside at targets outside?
A. Anti-magic shell cannot be made permanent. (Permanency affects very few spells; see the
Player’s Handbook, pages 190-191). In any case, anti-magic shell has a spherical area of
effect; it does not conform to the shape of the area where it is cast. No spell can pass into,
through, or out of an anti-magic shell.
Q. What happens to a character when he co-exists with his clone? Does a character suffer
damage if his clone is hurt? Can the clone automatically pass for the character? Could the
clone steal a dragon's egg and frame the character for the deed?
A. There is a link between a clone and its original; this unfailingly alerts each creature to the
other's existence, but it does not transfer damage between the two or provide any additional
information, such as how far apart the two beings are. The clone is almost indistinguishable
from the original, as it has all the original's memories and abilities. A particularly clever clone
might try to make mischief by committing crimes in the originals name, but note that the
clone’s prime motivation is to slay the original before insanity sets in, which usually takes a
week. Note also that beings who know the original quite well might be able to detect the
clone, as the original invariably has at least 2-8 months' worth of recent knowledge that the
clone does not. The clone has the original's abilities and memories at the time the flesh sample
was taken; once this is done, it takes 2-8 months to grow the clone. The gap in knowledge
might be even longer if the clone was not started immediately after the flesh sample was
taken. Finally, note that dragons are pretty hard to fool and even harder to steal from. A clone
would have to be exceptionally clever and lucky to successfully make off with a dragon's egg,
and a dragon hunting for a stolen egg is not very likely to attack the wrong suspect. Very
smart dragons, however, might try to force or convince the original to join the hunt for the egg
and confront the clone.
Q. Is the sun ray power of a sun blade the same as the seventh-level priest spell of the same
name? Can the wielder attack while using the sun ray power?
A. This question sparked quite a bit of debate among my colleagues at TSR, Incorporated.
However, the consensus is the sword's sun ray power works exactly as described in the
swords description (see the Dungeon Master’s Guide, page 185), not like the sun ray spell.
DMs are free to decide if the swords sun ray power can be used while attacking; it is
reasonable to assume the vigorous overhead swinging required to evoke the sun ray would
preclude attacks. On the other hand, the rules are not precise about what vigorous overhead
swinging really is, so it is not unreasonable to assume that the wielder cannot just add an
overhead flourish or two while attacking. If you decide to allow attacks while maintaining the
sun ray, you might want to impose a to-hit or initiative penalty (say, -2), or both. Note that a
dim glow persists for one turn after the swinging stops, no matter which option you choose.
Q. What are the dimensions of the beams created by the sun ray spell? Is the caster
continually surrounded by a sunny glow while the spell lasts? If not, does the caster know
when the spell will end?
A. This question sparked only slightly less spirited arguments that the previous one. The
"beams" are spherical bursts of light with a 5' radius. No glow surrounds the caster, but the
caster can create one burst each round (unless he is attacking or performing some other action
other than movement) anywhere within the spell's range. I cannot think of any overwhelming
reason to assume that the caster should know how long the spell will last. However, an
unknown and variable duration might make casting this high-level spell far too chancy for
some campaigns. A reasonable compromise might be to keep the total duration secret from
the caster, but tell him if the spell has ended before he declares his actions for the round (see
the PHB, page 93).
Q. The description for the ring of spell storing says a "character of appropriate class and
level" can restore spells cast from the ring. Does this mean the ring can be recharged without
using an enchant an item spell? Or is the enchant an item spell required, as stated in the rules
about recharging magical items on page 88 of the DMG?
A. One of the unique properties of the ring of spell storing is that it can be recharged easily.
Any spell caster who can memorise the appropriate spell can recharge the ring. This is an
exception to the general rules on recharging magical items.
Q. When an enchant an item spell is used to prepare an item for recharging, does the item
have to make a saving throw for each spell cast into it? If the save fails and the item's
enchantment is disturbed, can the item be re-enchanted?
A. An item to be recharged must make one saving throw when the enchant an item spell is
cast at the beginning of the process. If the save fails, the item is destroyed (it crumbles to
dust). If the save succeeds, no more saves are required, as charges replaced in the item are not
"new" spells cast into it.
Q. Can a vorpal weapon be used to sever an extremity, such as a tentacle from the Evard's
black tentacles spell or a dragon's tail, if the wielder is attacking the dragon from behind? Can
a weapon of sharpness sever a head or neck, or only extremities such as arms, legs, tails, and
tentacles?
A. Vorpal weapons sever only heads and necks; if the DM decides the wielder cannot reach
the neck, nothing is severed. Weapons of sharpness can sever all types of extremities except
for heads. Whether or not the tentacles from Evard’s black tentacles qualify as extremities in
this case is up to the DM. Since the tentacles can be damaged by weapons, they probably
should be treated as part of a creature, vulnerable to severing by weapons of sharpness and
precisely targeted spells such as magic missile.
Q. How does the gender change caused by a girdle of femininity/masculinity change the
victim's ability scores? What if the victim changes to neuter gender?
A. There is nothing in the girdle’s item description to suggest that the victim's ability scores
change at all. Only the victim's gender changes. Note that the AD&D 2nd Edition game
assumes gender has no measurable affect on a character's ability scores.
Q. Can magical gauntlets be worn over magical gloves? Can magical bracers be worn with
magical gauntlets? Can two different types of magical bracers be worn at the same time (e.g.
bracers of defence and bracers of archery)? Can two different girdles be worn at the same
time (e.g. a girdle of many pouches and a girdle of giant strength)? Can magical cloaks be
worn with magical robes? Can magical boots be worn over magical slippers?
A. First, let us define a few terms for gaming purposes: A bracer is a forearm protector. It can
be as compact as a very wide bracelet or large enough to cover the whole forearm; bracers are
made of metal, leather, or heavy cloth. A gauntlet is a hand protector that covers at least the
wrist and back of the hand, although it might also cover the fingers and most of the forearm;
gauntlets are made of metal, leather and metal, leather, or heavy cloth. A glove at least covers
the palm and back of the hand, though it can go from the fingers all the way above the elbow.
A girdle is a belt, simple or elaborate, worn about the waist or hips. A robe is a garment fitted
to the body and usually worn over other clothing; minimally, a robe covers the torso from the
neck to the waist, but usually is longer. A robe may or may not have sleeves. Any garment
that covers the body, from a shirt to a dress, might be called a robe. A cloak, cape, or mantle
is a loose, usually sleeveless outer garment hung from the shoulders and worn over other
clothing. Generally, a cloak is long and full, covering the body from the neck to below the
knees and sometimes to the ankles. A cape is shorter and narrower than a cloak, covering the
back from the neck to the waist. but sometimes longer. A mantle covers the shoulders, front
and back. Cloaks, mantles, and robes can be hooded, but capes are not. Boots are sturdy,
close-fitting garments that cover the foot from toe to ankle and sometimes the entire leg as
well. Slippers are lightweight and cover the soles of the feet, toes, and heels, but might cover
the ankles as well. Generally, two or more items can be worn together if they cover different
parts of the body. There are both logical and game-balance reasons for this. Obviously, a
character wearing two or more cloaks is going to be just as overly powered as a character
wearing three or more rings. Furthermore, game logic assumes a magical garment must fit
reasonably well to function. The items cease to function if a character layers them on until he
looks like a walking laundry basket. Some garments do overlap in normal use. A robe can be
worn with a cape, mantle, or cloak, but a character can wear only one robe and one cape,
mantle, or cloak. Bracers can be worn with gloves or gauntlets. Some gauntlets are made to be
worn over gloves; indeed, there is no reason why a campaign cannot have some gauntlets that
fit over gloves and some that do not. Many people in the Middle Ages wore two belts; one
was high on the waist to hold up breeches or hose and to hold pouches and tools, and one rode
on the hips, usually to support a sword or other large weapon. Sometimes people wore two
belts crossed over the hips and a third on the waist. I suggest that two magical belts or girdles
be the absolute limit, and only if they have different functions (e.g., one that augments ability
scores or skills, such as a girdle of giant strength, and one for carrying equipment, such as a
girdle of many pouches). A character can wear only one set of outer foot gear. Any garment
thin enough to be worn inside a pair of shoes or boots would be called a sock, not a slipper.
A. First, a careful rereading of page 6 of Legends & Lore will show that deities are not unable
to visit the Prime Material plane, but they never do; this is because doing so automatically
would draw the attention and ire of the other deities. No deity is inclined to risk destruction at
the hands if his or her divine peers. The Aztec deities section does seem to be a bit muddy, but
less so if you assume the words "Prime Material Plane" actually mean "the planet where the
campaign takes place" or "the valley of Mexico". Like beings in other pantheons, the Aztec
deities are quite interested in mortal affairs and will not tolerate direct divine interference in
them. Exactly how Quetzalcoatl will keep his vow is up to the DM. Perhaps the other deities
will respect it and allow him to return, or perhaps Quetzalcoatl expects his followers to pave
the way for him in such a way as the other deities cannot object. If you carefully reread
Ometeotl's section, you will find he is the embodiment of the universe only in a sense, not
literally. In any case, no deity in Legends & Lore is omnipotent, not even in its own area of
control. All deities share the limelight with other deity-class creatures who have the power to
confound or even kill them. Avatars are handy for any deity, as an avatar can go places where
the deity itself cannot go without recriminations. Also, note that deities can have multiple
avatars working at different locations at the same time (10 avatars at once for a greater deity).
Likewise, Tezcatlipoca is not barred from the mortal world any more than any other deity. He
is in the habit of using his true for, rather than an avatar, to accomplish various tasks.
However, he does not use his true form to visit the mortal world.
Q. If deities never visit the Prime Material plane, how can the cambion Iuz live on Oerth (in
the World of Greyhawk setting)? I run a campaign based in Oerth, and Iuz is a major villain.
With the appearance of the new Legends & Lore tome, do I remove Iuz from Oerth and from
the game, or leave the demigod free to ravage the place? Do the new rules have information
on cambions? Where do I find rules on Iuz's assassin abilities, or do they just disappear now
that the new rules have come along?
A. Statistics for cambions are located in the Monstrous Compendium, Outer Planes appendix,
under the heading "Tanar'ri". If you decide to treat Iuz like any other deity and restrict his true
form to another plane, you hardly remove him from play. As a demigod, he can have his
worshippers or even his avatar do his dirty work. (Yes, I am aware that the Greyhawk
Adventures hardback says Iuz has no avatars, but if you are going to kick him off the Prime
Material plane because of what Legends & Lore says, there is no reason you cannot give him
an avatar.) Note also that the Legends & Lore tome does not necessarily consider the way
things work on Oerth; it is a general work describing how deity-class creatures fit into most
campaigns. I cannot think of a single reason why you cannot have Iuz continue to prowl about
the Flanaess, causing as much trouble as ever. Also, since Iuz is pretty weak as most
demigods go, he probably can be slain by mortal attacks, unlike the more powerful demigods
described in Legends & Lore. You have several options when dealing with Iuz's assassin
abilities: 1) You can continue to use the AD&D 1st Edition game's rules in Iuz's case; 2) you
can give Iuz thief abilities instead; 3) you can treat Iuz as a thief using the assassin kit from
the Complete Thief's Handbook; or, 4) you can just drop the abilities altogether.
Q. How do the various deities from the Legends & Lore tome achieve such high damage
scores, such as Ares's sword (3-30 hit points) and spear (5-50 hit points) without having
titanic size and strength?
A. As explained in the "Avatars" section (pages 4-5), a deity and its avatars ignore mortal
restrictions. The hefty damage inflicted by a deity's weapons is a direct manifestation of the
deity's power. In the case of a war deity such as Ares, this power is quite potent.
Q. The Player's Handbook, on pages 26 and 52, makes it clear that only single-classed
fighters, not paladins and rangers, can use weapon specialization. However, the Complete
Fighter's Handbook, on page 58, pretty clearly implies that all warriors (fighters, paladins,
and rangers) can specialize. Did the rules change when the Complete Fighters Handbook hit
the shelves? If so, why would anyone want to play a simple fighter?
A. According to a short conversation I had with TSR, Inc.'s Dave "Zeb" Cook a while ago, the
rules in the Player's Handbook and Dungeon Master's Guide are intended to serve as the
fundamental basis for the AD&,D® 2nd Edition game and are supposed to remain
unchanged until that far off day when a new version of the game comes along (there are no
plans for another edition currently in the works, but no set of game rules stays current
forever). While there is a continuous stream of new material planned for the game, all of it is
intended to supplement the core rules, not replace them. All of the rules in the Complete
Fighter's Handbook are optional, but the phrase giving weapon specialization to all warriors
is an error.
Q. With how many weapons can a fighter specialize? Is it possible to specialize in both a
fighting style (from the Complete Fighter's Handbook) and a weapon or combination of
weapons? How do you use weapon specialization if you also are using weapon groups from
the Complete Fighter's Handbook? Is it possible to double specialize? If so, how do you get it
and what bonuses do you get for it?
A. In the core rules, a single-classed fighter, and only a fighter, can specialise in exactly one
particular weapon. If you are using weapon groups, the fighter must pick one weapon within
the group as a speciality. If you are using the rules in the Complete Fighters Handbook, you
can allow fighters to take more than one weapon specialisation, but they still must choose
their specialisations one weapon at a time. Style specialisation is actually just a weapon
proficiency available to warriors, rogues, and priests. Do not let the name confuse you; a style
specialisation is a general set of tricks for fighting a certain way, not an intensive study of one
particular weapon. It is possible for a character to have more than one style specialisation.
There are no rules for double specialisations in the current version of the AD&D game.
However, if you play a variant game and allow all warriors (including rangers and paladins)
to take weapon specialisation, you might allow fighters only to spend two extra proficiency
slots on one weapon (and one weapon only) and become double specialised. The effect of a
double specialisation is up to the DM, but increasing the specialization bonus to +2 "to hit"
and +3 damage seems most reasonable. If you use this unofficial optional rule, be prepared to
start adjusting your campaign's play balance, because your poor monsters are going to have a
hard time going toe-to-toe with your campaign's fighters.
A. The character has only the proficiencies due to a 19th-level wizard. When a Krynn
magician changes orders, he loses two levels and becomes either a student wizard (if his
reduced level is three or less) or a member of the new order. The character does not retain
spells, spheres, or levels from the old order. Furthermore, Krynn's deities remove all player
characters of greater than 18th level from the world (see Dragonlance Adventures, page 13).
Your magician is now an anomaly and a renegade, and is doomed to "disappear" very soon
unless he has managed to escape from Krynn, perhaps on a spelljammer. Note also that your
magician has no special magical powers, such as those gained from Krynn's moons, while
away from Krynn.
A. If you wish to assign a speed factor to a touch attack of any kind, I suggest you use the rule
on page 94 of the PHB, where a "natural" attacks speed factor depends on the attacker's size.
For a man-sized creature, the speed factor is 3.
A. Beholders don't have gaze attacks. They have various magical rays that are generated from
their eyes, which is not the same thing as a gaze attack at all. A beholder 's eye-beam attacks,
and most other magical effects, cannot be reflected by a mirror.
Q. Do liches retain racial abilities, such as drow infra-vision? How does magical ageing, such
as the casting of wish spells, affect liches?
A. All liches have very good infra-vision, or its equivalent (see the Monstrous Compendium,
Volume I). DMs are free to have liches retain other racial abilities. Liches do age, though their
"lifespans" last for centuries. When subject to magical ageing, such as casting a wish spell, a
lich must make a system-shock roll just as any other spell caster does. The DM is free to set
the lich's constitution score at any appropriate value for this purpose (18 or even higher is not
unreasonable). However, if the lich fails, its body is ripped apart by the force of the spell and
the creature "dies".
Q. On page 30 of the Player's Handbook, it says that magicians cannot wear any armour, but
page 182 of the Dungeon Master's Guide says magicians can wear magical elven chain mail.
Which is correct? Can magicians wear other types of armour made from elven steel?
A. If you carefully reread page 182 of the Dungeon Master's Guide, you will find it says that
elven fighter/magicians can wear elven chain mail without restriction; this is the only case in
which magic-users can wear this armour. This rule also is included in the Player's Handbook,
page 45. Single-classed magicians cannot wear any armour at all. It probably will not cause
play-balance problems if the DM allows other multi-classed (but not dual-classed)
fighter/magicians to wear other types of armour made from elven steel; details on these
armours must be invented by the DM (using the DMG, pages 37-38).
Q. On page 69, the Player's Handbook says the rate of fire for thrown daggers is two per
round, but page 99 says the rate of fire is three per round.
A. You seem to have a first-printing Player's Handbook, which was in error. The word
"daggers" at the top of the second column should read "darts", which it does in the second and
subsequent printings.
Q. Can a thief who has been observed by an enemy successfully back stab that enemy if the
enemy ignores the thief and attacks the thief's party instead? The rules say only humanoid
creatures can be back stabbed. Does this exclude animals such as bears or wolves?
Q. According to the rules, an invisible and silenced elf sneaking up on an opponent whose
dexterity is 15 or lower can gain surprise on an 11-in-10 chance. (The normal chance of
surprise is 3-in-10 with a -4 modifier for being an elf without metallic armour, a -2 modifier
for being invisible, and a -2 modifier for being silenced.) Is this really fair?
A. What is fair is up to the DM. However, if you have the common sense to realise this
situation is unfair, it should not be too hard to figure out what to do about it. The -4 modifier
for being a lone elf not in metallic armour already assumes the character is moving silently
(see PHB, page 22), so I suggest dropping the -2 modifier for silence in this case (you can.t be
doubly silent). Generally, surprise chances should not be greater than 9-in-10 except in
extraordinary circumstances, such as if a thief sneaks up on a sleeping drunk.
Q. I just finished reading most of the Dragonlance saga paperbacks and I really like kender!
Are there rules for playing this race in the AD&D game?
A. Indeed there are. Ask your game or book dealer for the Dragonlance Adventures hardback
(TSR product #2021). This tome is crammed full of information for playing campaigns set in
the world of Krynn. It was written for use with the AD&D 1st Edition rules, so you will have
to apply a little common sense here and there to make everything work. There also is
information on kender and all other major Krynn races in the Monstrous Compendium,
Dragonlance Appendix (TSR product #2104). You might also want to check out "All About
the Kender", in Dragon #101.
A. A wand of negation prevents devices from generating magical effects. A wand of negation
does not affect creatures or existing magical effects, though many readers have gotten
confused while reading the wand's description (see the Dungeon Master’s Guide, page 157)
and concluded otherwise. The third sentence seems to be the major stumbling block, as it
easily can be misread to indicate that the wand can negate spells from any source. Note that
the wand of negation need not be pointed directly at the item to be negated; it suffices to point
the wand at the individual employing the item. The DM must decide what constitutes a "spell-
like effect"; magical bonuses cannot be negated, nor can most other functions that affect only
the item's user, such as necklaces of adaptation or brooms of flying. Devices that create
offensive magical effects such as fire ball, lightning bolt, shooting stars, polymorph other,
and so on can be negated. Devices that have charges lose the appropriate number of charges if
one of their effects is negated.
Q. Can a portable hole be draped across a character's back to prevent him from being back-
stabbed?
A. While a portable hole can be spread out over any surface to form its extra-dimensional
space, a creature is not a surface. Creatures cannot make themselves insubstantial, and
therefore immune to attack, by wrapping themselves in portable holes.
Q. What happens to items or creatures inside a portable hole or bag of holding when a
reverse time spell (from Tome of Magic, page 103) is cast?
A. This is up to the DM, but I strongly suggest that if the hole or bag is closed, the contents
should be unaffected by most spells, as their areas of effect cannot extend into extra-
dimensional spaces any more than they can cross planar boundaries. If the items are open (or
are opened inside the area of effect), all their contents are affected normally. In this case,
opening the item creates a portal through which objects, creatures, and magical effects can
pass.
A. I cannot think of any overwhelming reason why magical flight of any kind will not work
under water, especially spells such as levitate and fly. Some DMs, however, might rule that
items such as brooms of flying and carpets of flying are too bulky or too dependent on an
extra-planar connection to the plane of elemental air to work while submerged. Alternately,
the DM might rule that submarine movement is possible at one-half or one-third the aerial
rate, due to increased resistance or other factors.
A. There is nothing in the rules that says scores over 18 are impossible. Some DMs, however,
might want to set some maximum value for a dexterity score augmented by these gauntlets or
similar items. In such cases, the upper limit (for the total score) probably should be set
somewhere in the 18-20 range.
Q. My group has been toying around with the rule on page 73 of the Player's Handbook that
says small-sized creatures can use only small-sized weapons with one hand. If we create
smaller versions of medium-sized weapons, such as a hand axe made for a dwarf, what would
its statistics be? Also, what is the proper size class for a short sword? The weapons table says
it is medium-sized, but page 96 ("Attacking with Two Weapons") seems to indicate that it is
small-sized.
A. First, I suggest that you treat player character dwarves as medium-sized creatures. About
half of them should be more than 4' tall and qualify as medium-sized creatures without the
benefit of a house rule anyway. As this column has pointed out before, short swords are
small-sized weapons; the "small" listing in the weapons table (Player's Handbook, pages 68-
69) is in error. There really is not any clean, neat method for generating statistics for scaled-
down weapons, but a good rule of thumb might be to subtract one point of speed factor, two
or three pounds of weight, and one "step" of damage die per size category reduced; thus, a
weapon that does 1d6 hit points damage would do 1d4 hit points after downsizing. Obviously,
you will get some pretty strange results if you try to use this suggestion without making some
common sense adjustments on a case-by-case basis. Note that small-sized creatures can use
medium-sized weapons with two hands.
A. The maximum number of additional weapons a ship can carry is one per two tons of
displacement (Concordance of Arcane Space, pages 26-27). However, this is a theoretical
number based on a ship's gross hauling capacity. Even a quick look at the deck plans in the
Spelljammer boxed set reveals that cramming a spelljammer with its maximum load of
weapons would take all the ship's deck space. Of course, a truly warlike spelljammer captain
might build a "double-topped" ship with fighting decks above and below the plane of gravity,
but woe to the weapons. crews if the gravity plane shifts. Speaking of crews, general-purpose
spelljammers, such as most PCs would use, do not have the quarters or air necessary to
sustain a huge number of weapons crews; this tends to lower the practical limit on the number
of weapons a ship is likely to have. On the other hand, a "monitor"-type ship dedicated to
defending a planet, base, or section of wild-space might be packed to its crow.s nest with
weaponry, and ships crewed by undead would have no breathing-air restrictions. Also, do not
forget that weapons are not free and are not available in unlimited quantities. Extra weapons
eat up cargo space for a variety of reasons. First, a ship's cargo capacity is an abstract figure
that reflects both its interior volume and its ability to carry weight. A weapons-heavy ship
might have empty space in its hull, but if overloaded with cargo it would probably manoeuvre
like a wounded duck and have a nasty tendency to split open like a wet cardboard box in
combat or when landing. Also, large weapons can.t just be bolted onto a ship's deck; their
mounts must be braced and supported so the weapons do not break loose when fired. This
extra structure not only reduces the ship's payload, it also tends to make the ship less efficient
as a cargo carrier (the extra posts and beams prevent the crew from packing cargo tightly, and
they otherwise waste space). Also, do not forget that large weapons need ammunition, and
some of the ship's cargo space has to be allocated to its storage.
Q. Can hit points lost to a death helm (from the Spelljammer module SJR1 Lost Ships) be
healed, or are they permanently lost?
A. A death helm's hit-point drain functions exactly like a lifejammer's hit-point drain
(Concordance of Arcane Space, pages 38-39). That is, hit points lost to the death helm can be
healed, but only after the victim is separated from the helm.
Q. How do the crystal spheres of the Spelljammer rules relate to the planar organization as
described in the Dungeon Master's Guide and Manual of the Planes? In particular, what about
the many alternate Prime Material planes, and the astral wormholes that connect them to the
outer planes?
A. This matter is left up to the DM. The most straightforward reading of the Spelljammer
material suggests to me that all the crystal spheres and the phlogiston that connects them are
part of a single prime material plane, which makes the planar universe a very big place
indeed. However, there is no reason why you cannot assume that each crystal sphere is itself a
separate prime material plane, with all the variable properties described in the Manual of the
Planes. Note that if this is true, spelljammers would visit some spheres at their own peril. In a
campaign with such a planar setu p, astral and ethereal travel might very well be a workable
alternative to spelljamming. With a little work, you could merge the Spelljammer setting into
the DMG’s planar set up, treating each crystal sphere as a prime material plane and making
the phlogiston part of the astral or ethereal plane, or eliminate the phlogiston and replace it
with the astral or ethereal plane.
A. Unless the DM rules otherwise, cursed items cannot provide motive power for a
spelljammer.no experience-point (XP) value, no spelljamming "oomph". A furnace is unable
to convert the "negative" magical energy held in a cursed item to motive force. If the item is
flammable, however, it can be destroyed by the furnace's flames. If the DM is inclined to
think that magic is magic, each cursed item's XP value for furnace purposes must be set on a
case-by-case basis; giving each cursed item a value roughly equal to the XP value of the
beneficial item it mimics might be the most workable method.
Q. Can a character use the extra proficiency slots gained from a high intelligence score to get
more weapon proficiencies? The text that goes along with intelligence table in the Player's
Handbook is not specific about which kind of proficiencies are gained. And, while the
proficiency section mentions extra non-weapon proficiencies, it does not say the extra
proficiencies cannot be used for extra weapons.
A. The arrangement of material in the PHB's proficiencies section (starting on page 50) make
it clear to me that weapon proficiencies are based solely on class and level, not intelligence.
Each character is automatically entitled to as many weapon proficiencies as his professional
studies and knowledge allow. Non-professional skills, non-weapon proficiencies, are only
partially dependent on a character's professional acumen, and very intelligent characters get
more of them. Many DMs limit extra proficiency slots from intelligence to languages or
language skills (such as reading and writing).
Q. Since the appearance of the Tome of Magic, two players have been pestering me to let
them turn their necromancers into necromancer/wild mages. I think wild magic is a field of
study all by itself, but these guys will not let up!
A. You are correct; a character cannot be both a wild mage and a specialist wizard at the same
time. Wild mages are too wrapped up in trying to understand the tangled skeins of wild magic
to also understand the complexities of a particular school of spells and enjoy the benefits a
devotee of a single school gets. In fact, intense and disciplined study of a single school of
magic is anathema to a wild mage. So tell your two players to stop pestering you.
Q. When a character uses Nahal's reckless dweomer (from the Tome of Magic), what kind of
description must the caster supply? Is he free to attempt anything he can dream up? Why even
bother with a description in the first place, since the spell is not likely to provide what the
caster wants anyway?
A. As the spell description clearly states (TOM, page 20), the magician can attempt only
spells that are written in his spell books; the magician cannot try spells he does not know, nor
can he create new effects at the spur of the moment. The reason why the caster must say what
spell he is trying to recreate with the reckless dweomer is pretty obvious (and I have seen it
pointed out once on the Genie computer networks "TSR Round Table"). The reckless
dweomer uses the Wild Surge Results table (TOM, page 7) to determine what happens. When
rolling on this table, it is possible for the spell to function exactly as intended, or to function
with enhanced or diminished effects; results such as #56 (half range, duration, area of effect,
and damage) are pretty hard to adjudicate without knowing what the intended spell was.
Q. My group has been considering what would be required to bless and dedicate a new temple
or shrine, that is, to dedicate it to a deity, not to cast a spell on it. The focus spell from the
Tome of Magic (pages 76-80) seems to be a step in the right direction, but does not seem to hit
the spot. Also, are the spells listed in the Tome of Magic the only ones that can be focused, or
can others be focused?
A. Since a focus spell captures and redirects "devotional" energy, I am inclined to think that a
site-focused bless spell is exactly what you want. In maintaining the focus, the congregation
regularly renews its ties with the divine, which should please the deity greatly. I suppose a
prayer spell could be cast once in conjunction with a focus to permanently consecrate the site.
Such a spell would have no lasting effects (unless the DM rules otherwise), but it certainly
would get the deity's attention briefly. Officially, the spells listed in Table 3, pages 79-80 of
the TOM, are the only spells that can be focused. However, DMs should feel free to add new
spells to the list if they will enhance the campaign. Most spells that can be focused are ones
that provide immediate aid to the caster, establish the caster's (and the deity's) authority in the
community, or create the proper atmosphere to worship a deity.
Q. I have noticed that certain spells were designed to affect a given number of levels or hit
dice of creatures. How do you decide what the "level" of a multi-classed character is? For
example, how many hit dice or levels does an elven 7/6/5 thief/fighter/magician have?
A. In this case, use the highest level the character has. The character in your example counts
as a 7-HD creature.
Q. I understand that magic resistance can protect a creature against natural effects such as the
hailstones of an ice storm. Can it also protect a creature from the effects of a Nystul 's radiant
baton (Greyhawk Adventures, page 60), which creates a natural effect drawn from the quasi-
elemental plane of radiance? What about the spell's ability to automatically strike a creature
that has struck the caster during a round?
A. Whether or not an effect is natural has no bearing on whether or not it is subject to magic
resistance. Magically created effects ignore magic resistance only if they are consequential.
The rules governing magic resistance (PHB, page 102, or DMG, page 66) use crevices created
by an earthquake spell as an example. The spell earthquake does not create crevices; it
creates tremors that in turn create crevices. As another example, lightning is a natural effect
on the prime material plane and elsewhere. Nevertheless, a lightning bolt is an area-effect
spell subject to magic resistance. Magic resistance, however, cannot protect a creature against
a huge stalactite or weakened wall broken loose by a lightning bolt. Nor can it protect an
exposed creature from random lighting strikes generated from a thunderstorm created by
control weather or weather summoning spells. These last two spells do not create or control
lightning; they change and agitate the atmosphere in such a way as to make lightning possible.
Note that call lightning creates and directs lightning on demand, and that each stroke called is
an area effect subject to magic resistance. The spell ice storm can create damage inflicting
missiles that are subject to magic resistance, as is any other area of effect spell. However, a
magic-resistant creature still is blinded, slowed, and vulnerable to slipping and falling if
subjected to the sleet version of an ice storm, because these are consequential effects. A
Nystul’s radiant baton is an "in place" magical effect subject to magic resistance. If the spell's
baton strikes a magic-resistant creature and the magic-resistance roll succeeds, the baton
collapses. Magic resistance never comes into play until a spell or spell-like effect comes into
contact with a resistant creature, so spell effects that automatically hit, such as magic missiles,
still hit, though they do no damage if the magic-resistance roll succeeds.
Q. The new PHB (page 22) says half-elves can be druid/rangers, but the table on page 44 does
not mention this combination. What are the armour and weapon restrictions and alignment
requirements for this multi-classed combination?
A. In the core AD&D 2nd Edition game, there are no druid/rangers. The reference to them on
page 22 is an error, and that is why they do not appear in the table on page 44. In practice,
however, druid/rangers work very well in play, offering a good mix of skills and lots of role-
playing possibilities. To determine the weapons and armour allowed to druid/rangers (if the
DM decides to allow these characters at all), follow the rules on page 45 of the PHB. Since a
warrior priest must abide by the weapon restrictions of his mythos, the druid/ranger's weapons
are limited to: club, sickle, dart, spear, dagger, scimitar, sling, and staff. The druid/ranger also
must observe the druids special armour restrictions, thus being limited to leather armour and
wooden shields. Since rangers must be good and druids must be neutral, alignment is a
problem. I suggest that a druid/ranger's alignment be limited to neutral good. Note that the
rules on page 45, especially the weapons restrictions, tend to discourage multi-classed priests
except for characters dedicated to the appropriate deities. For example warrior priests who
follow war deities might have access to a useful selection of warrior armour and weapons
(PHB, page 34) and will be far more effective as warriors than, say warrior clerics, who are
limited to blunt weapons. Since the original rationale behind druid/rangers is that these two
woodland professions have enough common interests to generate at least a few multi-classed
characters, and since the druid/ranger by necessity already violates the druid's alignment
restriction, the DM might wish to bend the rules a bit to allow druid/rangers to function more
effectively as rangers. The best way to do this is to expand the weapons list to include at least
one kind of bow and maybe the warrior's mainstay, the long sword. The DM also might
consider lifting or altering the armour restriction. This might be easier if the character in
question were actually dedicated to a specific woodland or elven deity (see next question).
Q. Who or what, exactly, do druids worship? Do they simply venerate and gain their powers
though some personification of nature, or do they worship specific deities, such as those from
the Celtic mythos?
A. This is entirely up to the DM. Both the Forgotten Realms and World of Greyhawk fantasy
settings include deities who have druids as followers, and certainly many of the deities
described in the Legends & Lore tome have portfolios that would attract druidical
worshippers. On the other hand, its sensible to assume that druids are directly dedicated to
nature, either personified in some being or as an impersonal force that they can tap by virtue
of their singular devotion. Indeed, I see no reason why a campaign cannot have both kinds of
druids.
Q. Does the druidical resistance to charms cast by woodland creatures protect only against
innate abilities or against enchantment/charm spells in general? What constitutes a woodland
creature, anyway? Is a druid immune to charm person spells cast by any creature that lives
near a tree?
A. The intent behind this ability clearly is to make the druid immune to the innate charm
abilities possessed by fantastic creatures who live permanently in the forest. This keeps the
druids status as master and protector of the forest from being undermined by capricious charm
attempts from sylvan creatures who cannot be counted on to use their abilities with common
sense. The druid gains this ability because he taps into the same base of power that grants
sylvan creatures their charm abilities. The immunity does not protect the druid from spells
such as charm person or charm person or mammal, even when cast by other druids or
woodland creatures such as green dragons; their power comes from a different source. A
woodland creature is any creature normally associated with a sylvan setting, such as a dryad,
hamadryad, or nymph. When in doubt, check the creature's "Climate/Terrain" heading in the
Monstrous Compendium. Creatures that typically live in non-forested terrain, such as
vampires, can charm druids normally.
Q. In the original AD&D game, a magician had to know and use the read magic spell before
he could read any spell written by another magician, whether it was in a scroll or book. Is this
true in the new game? If so, do wizards and bards automatically get the read magic spell?
A. In the core AD&D 2nd Edition game, the read magic spell is required to decipher magical
scrolls but not spell books. While all wizards and bards have access to the read magic spell,
nobody gets it automatically unless the DM says so. Note also that the DM is free to place
restrictions on reading spell books. One campaign I know assumes that every wizard uses his
or her own system for entering spells into books and requires read magic to read all spells in
books, even ones the reader already knows. In such campaigns, prospective casters of wizard
spells would be severely handicapped without access to the read magic spell, and ethical
tutors would not allow their students to go into the world without knowing it. Of course, this
still does not guarantee that every spell caster will know read magic, as most fantasy worlds
should have a large supply of unethical people and self instructed students of the art.
Q. The shadow monsters and demi-shadow monsters spells are listed under the
illusion/phantasm school, but their descriptions say they draw matter from the plane of
shadow to create illusions of one or more monsters. Does this not make these spells
conjuration/summonings or evocation/invocations? What happens if the caster is not
connected with the plane of shadow at all? I suppose the spell might be partially successful
even in this case if it were truly an illusion. Also, what is the difference between an illusion
and a phantasm?
A. The spells in question are illusion/phantasms because their primary function is to make
their victims believe in something that does not really exist. The inclusion of a small amount
of extra-planar material make these spells very potent illusions (it is because of this trace of
"real" material that they can inflict damage even if successfully disbelieved), but it does not
make them conjuration/summonings. A full-blown conjuration/summoning or
evocation/invocation brings forth a "real" object or creature, not one whose existence is
diminished by active disbelief. If local conditions make a connection between the caster and
the plane of Shadow impossible, then casting either of these spells also is impossible; it is all
or nothing. In game terms, there is very little difference between an illusion and a phantasm,
which is why the two words usually are used together. Technically speaking, however, an
phantasm exists only in the victim 's mind (e.g. phantasmal killer), whereas an illusion is a
sensory impression that any being might perceive if close enough. The various phantasmal
force spells are true illusions, in spite of the name. The distinction usually is immaterial in
campaign play and should be ignored in most cases,
A. Like all the other "wall" spells, wall of fog is an evocation. It is so classed because it brings
into being something that was not there before the spell was cast. A great deal of game logic
and concern for game balance underlies the schools as they presently are constructed, and I do
not recommend fiddling with them, especially if you are using specialist wizards. The team
who revised the game carefully considered the number of spells in each school and the kinds
of adventuring "niches" each specialist would tend to fill, which is why spells with similar
effects tend to fall into the same school even if the mechanics behind them do not seem to
match at first glance. I also suggest that trying to second guess the game's designers is not the
best way to role-play dealing with a rival. Having your character slip a raw egg into the rival
character's boot is much more likely to produce an entertaining result than trying to tinker
with the rules. If there is one thing more annoying than a rules lawyer, it is a rules lawyer who
wants to change the rules. For readers who are interested in how spells are grouped together in
schools, check out page 81 of the PHB or pages 6-29 of the Complete Wizard’s Handbook.
Doing so will help you understand how and why the spells are supposed to work, and makes it
easier to adjudicate sticky situations involving spell effects.
Q. Why are halfling warriors not allowed to roll for exceptional strength?
A. Game logic assumes that halflings are just too small to have truly exceptional strength
scores. As "Sage Advice" has explained before, there are plethora of reasons why demi-
humans have their various limitations. Game balance requires them. Halflings are not known
to be legendary warriors, so they pay for their many advantages (high dexterity, increased
thief-skill percentages, infra-vision, and others) by being having a limited choice of
professions, being limited in the level of experience they can achieve within some of those
professions, and being limited to normal strength scores.
Q. How many attacks does a character get each round when employing the various forms of
non-lethal, weaponless combat? In particular, does a character who is punching get two
attacks, one for each fist? Can a character fight with two fists using the rules for attacking
with two weapons?
A. Generally, a character can make the same number of non-lethal attacks each round as he
would be allowed to make in normal melee. I cannot see any reason why a character could not
get an extra punching attack each round by using the rules for attacking with two weapons
(PHB, page 96), but remember to apply the appropriate penalties. A character has to use
pretty much his whole body to wrestle or overbear, so you cannot use the rules for attacking
with two weapons to get an extra overbearing or wrestling attack each round. However, a
high-level warrior who is allowed two attacks in a round could make two overbearing or
wrestling attacks. In the case of overbearing, the warrior could knock down an opponent, then
try to pin him. In the case of wrestling, the warrior could make two attempts to gain a hold,
but if he gets a hold that can be maintained, damage from round to round accrues normally,
not at a doubled rate.
Q. How long will a simulacrum live after the spell-caster who created it dies? How long will
it live after the original being from whom it was copied dies? Can a simulacrum use magical
items, such a pale green ioun stone, to boost its experience levels? If the original used a hat of
difference (Unearthed Arcana, page 100) to gain a new class, could his simulacrum also use
the hat?
A. Once created, a simulacrum is completely independent of the original and its creator,
except that it must obey commands from its creator. Damage to the original or the original's
premature death do not affect the simulacrum in the least. The simulacrum also ignores
damage to the creator, and the only effect that the creator's death has is that the simulacrum no
longer has someone that it must obey. Since a simulacrum is a fairly accurate replica of the
original, its natural lifespan will be about as long as the original's; I suggest that it be exactly
the same 40-65% of the time. If not the same, the lifespan could be shorter or longer at the
DM's option. Note that the simulacrum is created at the same "age" as the original. While a
simulacrum cannot earn experience, I suggest that magical tomes and other powerful magical
items that increase the user's level also work on a simulacrum. Since a simulacrum cannot
earn experience, it cannot make use of a hat of difference, except to gain 1st-level abilities. If
the original was using a hat of difference at the time the simulacrum was made, the
simulacrum still cannot gain access to the originals extra experience levels, as these levels are
contained in (or channelled through) the hat and are bestowed only on its owner. The
simulacrum, no matter how accurate a replica, is not the original (the same holds true for
clones).
Q. The DMG says how long it takes a wizard to copy a spell into a book (1-2 days per spell
level; page 42) but not how long it takes to make the book in the first place.
A. Unless the wizard has a non-weapon proficiency in bookbinding, which is not currently in
the game, he cannot make his own spell books. Given proper materials (paper or vellum for
the pages and endpapers, leather for the covers, and assorted other materials for the binding), I
suppose a bookbinder could assemble a volume the size of a spell book in only a few hours,
maybe less.
Q. My books do not have casting times for two spells: moonbeam and Nchaser's glowing
globe (from Forgotten Realms Adventures, page 49).
Q. Three out of the four PHB's in our group list the area of effect of a wyvern watch spell as a
10'-radius sphere. The fourth book lists the sphere's radius as 5'. Why?
A. The correct radius is 10'. Your fourth book probably is a first-printing volume. The official
errata list for the second and later printings of the PHB is quite long, so you probably want to
use the more recent books as your official campaign books, but keep your older book in good
condition, as it might become a collectable.
Q. Will an elven ranger from Krynn retain his unlimited level advancement if he goes to the
Forgotten Realms?
A. No. The world of Krynn has many unique features, and native characters who leave it lose
the special benefits they gain from living there. However, a high level demi-human character
does not lose any levels when leaving Krynn; he just loses the ability to advance further.
A. According to page 110 of The Complete Psionics Handbook, an anti-magic shell has no
effect at all on psionics. The game logic behind this rule is that magic, which includes such
special attacks such as breath and gaze weapons, and psionics are two different things. In
terms of game balance, it is desirable to draw a firm line between magic use and psionics use.
Psionics, the reasoning goes, is a type of power completely different from magic in all its
various forms. However, my colleagues at TSR, Incorporated have made it clear to me that all
the rules in the various handbooks are optional. Considering that anti-magic shells can stop
things like gaze attacks, sonic attacks, and breath weapons (all of which ignore magic
resistance) I don’t think you would be stretching things too far if you assumed the field
created by an anti-magic shell stopped all preternatural effects of non-divine, non-artifact
origin. Both magic and psionics involve the transfer and manipulation of some kind of power,
and an anti-magic shell can be assumed to prevent the passage of such power. Nevertheless, I
suggest you tread carefully when mixing magic and psionics. Psionic powers are potent and
must be adjudicated carefully even if you follow all the rules scrupulously. For example, if
you blur the line between magic and psionics by introducing magical items that augment or
bestow psionic powers, characters who accumulate a few of them can quickly become psionic
juggernauts.
Q. A hasted spell caster cannot cast two spells each round because haste cannot speed up
magic, but can a hasted psionicist or possessor of a wild psionic talent use psionics twice each
round? After all psionics are not magic.
A. Both magical and psionic power "flows" through and around characters at fixed rates. A
hasted psionicist or wild talent wielder cannot use psionic powers any faster than can a
character who is not hasted.
Q. If the second-level wizard spell invisibility uses light to create an illusion that makes the
user invisible ("Sage Advice", issue # 168), does the spell work at night? How can the user
see? Will infra-vision detect the user?
A. The invisibility spell actually makes the user invisible, that is, impervious to visual
detection. The effect is classed as an illusion because the viewer's perception of the spell user
is changed. The spell works in any light condition, though it is usually redundant in total
darkness. The spell defeats most types of vision, including infra-vision, as the spell
description plainly states (Player’s Handbook, page 142). Exactly how the user is rendered
invisible is left up to the DM. In any case, however, the spell-user can see normally, perhaps
through "gaps" in whatever effect the spell uses to conceal the user, which might explain why
the user can occasionally be detected by creatures with superior perception (see spell
description).
Q. Can creatures viewing a mirror image spell disbelieve the effect? If they can, it seems to
me that it is a lousy spell; on the other hand, it is an illusion. Can an invisibility spell be
disbelieved?
A. Far too many players and DMs try to overextend certain character abilities and game rules.
For example, take the fellow in issue #175 who wondered if druids were immune to all
enchantment/charm spells. Not all illusion/phantasm spells can be disbelieved; mirror image
and invisibility are just two examples. The rules for disbelieving illusions in the PHB, (pages
82-84 and 130) apply only to those illusion/phantasms in which the caster creates an image
with details supplied from his own mind. Spells that have fixed effects, such as invisibility,
mirror image, hypnotic pattern, phantasmal killer, et al. are not illusions in the sense of the
term used in those rules. If you’re feeling obstinate on this point, consider single purpose
illusion/phantasms (such as invisibility) to fall into the "automatic belief" category. There are
many cases where illusion/phantasm spells don’t use the standard disbelief rules. Phantasmal
killer, for example, requires victims to use an intelligence check to disbelieve it. Whenever
the rules give such rules for determining resistance to or detection of an illusion/phantasm,
use them, not the disbelief rules. Finally, note that some illusion/phantasm spells have normal
saving throws (fear, for example); victims need not make disbelieve attempts versus any spell
whose save is listed as "Neg". In such cases, the saving throw rules apply, not the disbelief
rules. Note also that several illusion/phantasms, such as mirror image have no save at all.
Such spells work automatically, disbelief not withstanding, unless the victim is immune to
them (perhaps because of a high Wisdom score or other ability).
Q. If a polymorph any object spell is used to transform a magical weapon into another kind of
weapon, say a long sword +3 into a katana, will the weapon lose its magical bonus?
A. This is up to the DM, but I see no reason why something as simple as a general
enchantment should be lost in this case. Abilities that might depend on the weapon's size and
weight probably should be lost. The spell description (PHB, page 191) uses a vorpal sword,
polymorphed into a dagger, as an example; since daggers are not really suited to chopping and
severing, the sword loses its vorpal ability. On the other hand, a vorpal sword that has been
polymorphed into a bardiche probably would keep its ability to sever necks. Very intelligent
magical weapons changed into any form probably should lose some of their abilities when in
polymorphed form even if these abilities have nothing to do with the weapon's size or
configuration. Such weapons are the result of a long and intricate process, and even subtle
changes in the weapon's form can disrupt the enchantment. DMs must decide what happens
on a case-by-case basis, but the more abilities the weapons has, the more likely that even a
small change in form will cause one or more of the abilities to become inactive; of course,
large changes will disrupt even more of the weapon's powers.
Q. If a wizard wants to create a wand of magic missiles with 80 charges, does he have to cast
80 magic missile spells into it? As it takes 2-8 hours to cast each spell level into the item, it
would take 160-640 hours, or 20-80 days at just eight hours a day; if the item had to make a
saving throw for each spell the process would take a lot longer. Is a saving throw required for
each charge?
A. In healthy campaigns, magical item creation is a long and arduous process; if it were not
so, player characters would not have much reason to risk life and limb on adventures.
However, a little common sense and a careful rereading of the rules should shorten the time to
create the wand of magic missiles in your example. First, the item's creator must gather the
proper materials. This could take days, weeks, or months of game time, depending on how
rare the DM decides to make the materials and how intelligently the character goes about
gathering them. Since the quest for materials helps move the campaign along, the actual time
required here really is irrelevant. Once the character has gathered and prepared the materials
(Dungeon Master's Guide, pages 87-88), he must cast enchant an item, which takes 1d8 +2
days (at eight hours a day). Then the item makes a saving throw, and the initial spell is cast on
it, which takes 2-8 hours per spell level. A permanency spell is then required to fix the
enchantment and prepare the item to receive charges. Once this is done, I suggest you use the
rules for recharging magical items (DMG, pages 88-89). Each charge requires a separate spell
with the normal casting time. As suggested in issue #172, the item need not make a saving
throw each time a charge is added, but the item does need to make a saving throw when
"recharging" starts, and the creator is still limited to eight hours of work a day (or a full "load"
of spells dumped into the item, whichever is less). During the whole time, the caster must
stringently follow the requirements of the enchant an item spell (PHB, page 176).
A. The text on page 26 of the Rules Book, under the "Defiler" heading, and similar text on
page 28, under the "Preserver" heading, make it clear that Athasian magicians are free to
specialise in any school they wish. Illusionists receive their own subheadings because that is
the way they are treated in the Player's Handbook (which uses them as a general example for
all specialist magicians).
Q. The Rules Book (page 59) says that the dragon of Tyr's defiler magic harms animal life.
Does this also extend to monsters and characters? If so, how does this work, and how does the
dragon "store" magical energy?
A. The dragon's defiler magic is baneful to all life. Exactly how this power might affect
characters will be revealed in the Dragon Kings hardbound, to be released this spring. An
appearance by the dragon is a major disaster on Athas, and no DM should be tempted to use
the dragon lightly. Here are some unofficial suggestions until official rules arrive: Use the
Defiler Magical Destruction Table in the Rules Book, page 60. All plants and plantlike
creatures in the area of effect perish, getting no saving throw. All other creatures having less
than 4 +2 HD or an intelligence of 4 or less also perish. For example, a mekillot has 11 HD
but only animal intelligence (1), so it automatically dies. Creatures with at least 4+2 HD and
and an intelligence of 5 or better save versus breath weapon or perish as well. Even if the save
succeeds, the affected creatures still suffers an initiative penalty (Rules Book, page 61,
"Effects on Living Creatures"). If there are no plants in the area and all the animals save, the
dragon gains no spell energy but can use stored energy instead. Details on how the dragon of
Tyr stores energy will be revealed in the Dragon Kings hardbound.
A. Clerics receive major access to their elemental sphere of worship and minor access to the
Sphere of the Cosmos (as stated on pages 29 and 59 of the Rules Book). Many additional
priest spells will be presented in the Dragon Kings hardbound, along with rules for
incorporating all Tome of Magic spells into the Dark Sun spheres. For now, I suggest you
allow a priest major access to his elemental sphere, plus major access to the Sphere of the
Cosmos; if you do not, no priest will ever get to cast a curative spell better than cure light
wounds (as one reader pointed out), and priests of earth will get no fourth-level spells at all
(as another reader pointed out). However, if incorporating all the spells from Dragon Kings
and Tome of Magic, only allow clerics to have minor access to the Sphere of the Cosmos.
Page 59 of the Rules Book is in error regarding druids. Druids receive major access to the
Sphere of the Cosmos. A druid should receive major access to one elemental sphere, plus
major access to the Sphere of the Cosmos, and perhaps minor access to a second elemental
sphere also associated with his guarded lands; this gives druids a level of power that matches
their reputation in the Wanderer's Journal. Templars have, according the rules, major access
to all spheres. Templars are the only priestly spell-casters who have a connection to anything
than even remotely resembles a deity, and their spell selection should be accordingly great.
Q. Do templars gain bonus spells for high wisdom scores, or is this at the whim of the
sorcerer-king? What kinds of weapons can templars use?
A. Templars gain bonus spells for high wisdom scores, just as any priestly spell caster does.
The sorcerer-king, however, always has the option to deny some or all spells to a templar who
has offended him. Templars as a character class have no weapon restrictions (Rules Book,
pages 33-34). However, a sorcerer-king might decree restrictions of his own, and these might
change from time to time.
Q. Does a sorcerer-king know his templars' thoughts when granting them spells? In other
words, can a templar be an undiscovered traitor and still receive spells?
A. The exact extent of the sorcerer-kings' power over their templars is unrevealed, but I do not
find anything in the rules that implies that they know whatÂ’s on all their templars' minds all
the time, or that the act of granting spells allows the sorcerer-king to know all a templar's
thoughts. Since all sorcerer-kings are accomplished psionicists, however, they would carefully
examine the thoughts of at least their higher-level templars; this makes it unlikely that
"moles" exist in any city's templar hierarchy. Likewise, a city-state's totalitarian government,
the general populace's hatred and distrust of the templars, the sorcerer-king's shrewdness, and
the obvious rewards available to any templar who embarrasses a superior or crushes a
misbehaving subordinate make it pretty unlikely that any disloyal templar will survive for
long. Finally, consider that all templars are either neutral or evil, and that the quickest way a
templar can become wealthy and powerful is to remain loyal but corrupt. I do not think there
would be undiscovered traitors in the templar ranks even if there could be.
Q. What is the maximum range over which a sorcerer-king can grant spells?
A. A sorcerer-king can grant spells over an effectively unlimited range on the world of Athas.
Q. Are characters with wild psionic talents allowed to have attack and defence modes?
A. Yes, but very rarely, First, understand that each attack and defence mode is a psionic
power all by itself, and it functions in the game just like any other psionic power, Characters
with wild talents roll once each on Table 12 in the Complete Psionics Handbook (pages 20-
21) to deter mine their powers. Since all the attack and defence modes are telepathic sciences
or devotions that are not listed on Table 12, the character can get them only if he rolls a 90
and gets to pick any two devotions, or rolls 91-00 and gets to roll on Table 13 (if he is very
lucky and rolls a 00, he can pick a devotion and roll on Table 13). Since attack and defence
modes also are not included on Table 13, the character can get them only if he continues to be
lucky and rolls one of the "choose any" results on Table 13. Barring such good die rolls or
some type of DM intervention, characters with wild talents do not get attack and defence
modes.
Q. Can a sleep or hold person spell affect a thrikreen? A half-giant? A mul? Since half-giants
get to double their hit dice, are their hit dice doubled with respect to spell effects governed by
hit dice, such as sleep, cloud kill, et cetera?
A sleep spell can affect any creature that falls within the spell's hit die limits, unless the
creature's description specifically makes it immune. Athasian thrikreen do not sleep, but they
are not immune to any sort of magically or psionically induced sleep. As the Rules Book
clearly states, all character races except thrikreen are subject to the hold person spell (see spell
description, page 95). Half-giants receive double hit points from their hit dice, not double hit
dice; a third-level half-giant, for example, easily could have 60 hit points or more but still is
subject to sleep spells.
Q. Are Athasian halflings really limited to a 16 strength? Since characters must meet their
ability requirements before applying racial adjustments, this appears to be the case.
A. You have read the rules correctly. A character must refer to the Racial Ability
Requirements table (actually Table 1; Rules Book, page 3) before applying the modifiers from
Table 2 (also on page 3). Athasian halflings, however, probably should be at least as strong as
halflings on other worlds, and maybe stronger. It is not unreasonable to give Athasian
halflings a final strength limit of 18; however, Athasian halflings with 18 strength still do not
roll for extraordinary strength, as their small bodies just do not carry enough muscle.
Q. Since many non-warrior characters on Athas can have strength scores of 19 or higher, how
do you treat the extraordinary strength roll for an 18 strength on Athas?
A. Strictly speaking, you treat extraordinary strength exactly the way you do on any other
world. That is, warriors with strengths of 18 roll on the extraordinary strength portion of
Table 1 in the PHB (page 14), and other characters do not. While a non-warrior on Athas
might be blessed with a great strength score, he does not have the training or discipline that
allows a warrior to develop a strength score of 18 into something outstanding. I know of one
non-Athasian campaign that dispenses with extraordinary strength altogether. Under this
house rule, a warrior with a 13 strength gets the benefits of an 18 strength, a warrior with a 14
strength gets the benefits of an 18/01 strength, and so on up to strength 18. The DM I met who
used this rule claimed it made having that elusive 18 strength score less vital to the warrior.
Non-warriors, who have less physical training, used the regular strength table. Even if you
adopt this rule, however, you will still have a situation where a non-warrior with a 19 or better
strength score has vastly better combat modifiers than characters, even warriors, who have
strength scores of 18 or less.
Q. Can thrikreen use sign language, or do their non-human hands make this impossible? Why
can thrikreen not be thieves or templars? If they can, what are their level limits and thief skill
adjustments?
A. A thr-kreen's hands and arms can certainly perform sign language of some kind. Since the
Athasian sign language is the closest thing to a planet-wide tongue that Athas has, it is
probably safe to assume that sign language takes into account and adjusts for differences
between human and thrikreen hands. Even with all the differences described in the rules, there
would literally be millions of gestures that both thrikreen and human hands could preform.
The DM, however, might decide that the thrikreen have their own version of sign language or
that the physical differences in hands cause an ability check penalty when humans or demi-
humans use sign language to communicate with thrikreen. I will spare my regular readers the
standard sermon about racial-class and level restrictions and why they are necessary for game
balance, and I will plunge directly into a discussion about why thrikreen do not become
thieves or templars: Thrikreen are born hunters and warriors. Those thrikreen who have a
talent or liking for stealth and concealment become rangers, not thieves. Skulking about and
playing with locks, traps, poisons, and other nefarious devices just does not suit this race.
Thrikreen also are hive creatures who are very dedicated and loyal to their group, even if there
are non-thrikreen in it and even if the individual thrikreen in question is evil. The deceit,
corruption, disdain for underlings, and disrespect for superiors displayed by the templars is
completely alien to the thrikreen.
A. I suggest rolling 1d3+1 for level. The DM should pick races according to Table 3 (Rules
Book, page 4). For random generation, I suggest: Preservers must be human, elf, or half-elf
(roll 1d3). Thieves should be human, dwarf, elf, or half-elf (roll 1d4). Druids should be
human, half-elf or thrikreen; roll 1d3. Independent muls are ex-slaves and not inclined to
become followers. Halflings are distrustful and generally not trusted; they make suitable
followers only for other halflings. Likewise, it seems to me that nobody but a halfling or an
adventurous human would follow a halfling.
Q. Are the character kits from the various Complete Handbooks available to characters on
Athas?
A. The material in the Handbooks is all optional and available in any campaign where the DM
thinks it will be useful. Not all the character kits, optional rules, and new equipment will fit
into Dark Sun campaigns, but some surely will. The DM, however, has final say.
Q. Does the water-find proficiency work in any terrain? If not, what is the difference between
it and the survival proficiency? Can a character use both proficiencies in the same area?
A. The water-find proficiency works in any terrain, but yields only water. Survival works in
only one type of terrain, but it yields both food and water. If a character with both of these
proficiencies tries one and fails, the DM probably should allow the character to try the other
one; failing the check does not necessarily mean there is no food or water to be found in the
area, just that the character can not find it; using a different approach often is the best way to
solve a difficult problem. However, if the character succeeds with one proficiency the DM
would be quite right to rule that the second fails or has a hefty penalty; there is only so much
food and water in the wilderness.
Q. Do a half-giant's weapons do an extra die of damage like a giant's weapons do? Half-giant
equipment costs twice as much as that of a human; does food and water for a half-giant cost
twice as much as for a human? Some of the giants described in the Monstrous Compendium
gain an extra damage die, sometimes two extra dice, for their oversize weapons. Athasian
half-giants do not have this ability.
A. An Athasian half-giant needs the same sort of food and water as any human, but he has to
buy twice as much as a human or demi-human does.
Q. Considering a thrikreen's four claw attacks, can a thrikreen use four melee weapons, one in
each hand, or two two-handed weapons? Can they use four-handed weapons? What are the
game statistics for four-handed versions of common weapons?
A. An armed thrikreen can use at most one two-handed weapon, or two one-handed weapons,
just as a human or demi-human can. Just because a thrikreen can attack with four claws does
not mean it can coordinate four weapons at once. Before somebody writes and asks: No, this
does not mean thrikreen cannot hurl more than two missiles each round; they get the full rate
of fire listed in the rules for darts and similar hand-hurled missiles (but they can not use their
extra hands to get a rate of fire better than that listed in the rules). Statistics on four-handed
weapons are up to the DM; however, I suggest that limits on thrikreen strength and
coordination make such weapons no more effective than two-handed weapons. Note also that
thrikreen can bite while wielding weapons, but they cannot claw while doing so. I suppose a
kind DM might allow a thrikreen to use a claw as a secondary weapon under the "Attacking
with Two Weapons" rule in the PHB, page 96.
A. No. Bards do not have time for the anatomical studies that allow thieves to use their back
stab ability.
Q. Do the inactive characters on a character tree get an extra die of ceramic pieces when they
advance a level?
A. This is up to the DM, but giving high level characters a little extra cash is a darn good idea
unless you want a lot of experienced but poor adventurers coming into the campaign at critical
points in the story line. Generous but fiscally conservative DMs might want to add an extra
+1 to the roll, rather than a full die for each extra level gained.
Q. Wood, obsidian, and bone weapons have a percentage chance of breaking. Are enchanted
weapons made from these less likely to break, or are they immune to the breakage rule?
A. Are we reading the same set of rules here? The "breaking weapons" section in the Rules
Book (page 51) does not use percentages at all. Considering how unlikely breakage is "a 1-in-
20 chance when a hit does maximum damage", I can not see any clean, workable way to give
enchanted weapons a bonus. The DM might decide to make enchanted weapons immune to
breakage, or he might give an enchanted weapon a chance to resist breakage by making a save
versus crushing blow (Dungeon Master’s Guide, page 38-39) instead of breaking
automatically when the dreaded roll of 1 comes up.
Q. How much damage does a person caught in a sandstorm take? How long will it take a
person buried by sand or dust to suffocate?
A. Only extraordinary sandstorms actually cause damage. The worst effects of blowing sand
are reduced visibility (Rules Book, page 84) and the fact that sand tends to get into
everything, like clothing, armour, equipment, and provisions. Athas, how ever, probably has
more than its share of extraordinary sandstorms. The DM will have to handle these on a case-
by-case basis. I suggest that characters escape damage altogether if they have shelter of any
sort (a tent or the lee side of any barrier such as a boulder, hill, or stand of cactus). Characters
exposed to the full force of the wind might suffer 1-2 six-sided dice of damage per hour, turn,
or minute, depending on how ferocious the storm is. Blowing dust might force characters to
save versus poison or suffer minor damage if they do not breathe through a cloth or filter.
According to the Wanderer's Journal, a character buried in the dust of the Sea of Silt can stay
alive for about four minutes (see page 40, "Wading"). To determine survival time more
accurately, use the rules on "Holding Your Breath" in the PHB, page 122.
Q. Since the "normal" animals on Athas would be considered pretty nasty monsters on most
other worlds, how useful on Athas are speak with animals and the various spells that can
affect or summon animals? Will they also work on most "monsters"?
A. In the strictest terms, a speak with animals spell will not work on many of the most
common Athasian "animals", as these really are fantastic creatures. Nevertheless, Athas does
have small lizards, snakes, mammals, and birds that are true animals. Athas also has great
cats, bats, and an assortment of other mundane animals, enough normal fauna to make the
various animal-affecting spells worthwhile. Speak with animals also works on commonly
domesticated creatures of Athas, such as mekillots, inix, kanks, and erdlus.
Q. Why are there so few creatures included in the Dark Sun world? The list in the rules, even
when augmented by a Monstrous Compendium many times larger than the volumes TSR has
been putting out recently, is pretty small for players and DMs accustomed to the hundreds of
creatures available in the regular AD&D game. Is such a volume coming out?
A. Athas has very few species because it is a site of a worldwide ecological disaster. A dying
ecology means lots of extinctions and very few surviving species. There is a Dark Sun
Monstrous Compendium in the works. Look for it in February 1992; it will be 96 pages long.
Q. Why are the psionically powerful mind flayers absent from Athas? What about beholders?
A. I cannot think of one good reason why any sane mind flayer would remain on the surface
of Athas when it could escape by plane shifting or travelling astrally. The scorching heat
alone would be enough to discourage a mind flayer, not to mention that fact that almost
everything that moves has psionics, something that tends to render the mind flayer's psionic
abilities indifferent. As for beholders, I can think of at least three reasons why they are not
listed in the rules: 1) They are all dead, because Athas is a tough place; 2) They never were
there in the first place; not every world boasts all the species described in the Monstrous
Compendium; 3) They are around, all right, but are very rare and still lurking deep
underground, waiting for a few unlucky Athasians to show up for dinner. (Maybe the mind
flayers are lurking down there with them.)
Q. How does Athas fit into the Spelljammer universe? The official TSR position is that Athas
lies within a closed crystal sphere; it cannot be reached by spelljammers. Does Athas have the
equivalent of Oerth's or Toril's Underdark?
A. This is unrevealed but unlikely. There are dungeons and subterranean ruins on Athas, but
the vast majority of the action takes place on the surface.
A. Good thieves' tools are primarily metallic and sell for the listed price on Athas (30 gold
pieces). Less-durable tools cobbled together from cactus spines, bone, and other materials sell
for 3 silver pieces; however, these probably need frequent replacement. Hard-minded DMs
might apply the breakage rule on page 51 of the Rules Book whenever a rogue fails to pick a
lock or remove a trap using cheap tools.
Q. How many attacks can a character wearing wrist razors deliver each round? Can a thief
wearing wrist razors on each arm attempt two back stabbing attacks in one round?
A. The normal melee rules apply to wrist razors. A character wearing one set gets his normal
allotment of melee attacks. A character wearing two sets gets his normal attacks, plus one
extra attack for the second set (see "Attacking with Two Weapons", PHB, page 96). A thief
wearing two sets of wrist razors can attempt a back stab only with his first attack.
Q. Is there a reason why the old DMG table for naturally detecting invisibility (page 60) was
omitted from the AD&D 2nd Edition rules?
A. You will find a streamlined set of rules covering this situation in the description for the
invisibility spell in the new PHB, page 142.
Dragon #179 wrote:
Q. Why cannot druids in the AD&D 2nd Edition game cast the fourth-level spell call
woodland beings and the fifth-level spell commune with nature as they could in the AD&D
1st Edition game?
A. They cannot because these spells accidentally were assigned to only one sphere each. At
least as far as druids are concerned, call woodland beings should be included in the Animal
sphere and commune with nature should be included in the Elemental sphere. TSR's Steve
Winter pointed out this bit of official errata way back in Polyhedron Newszine #49
(September 1989), but various mishaps and oversights have kept it from appearing elsewhere
until now.
Q. Does a saving throw or magic resistance apply to a warp marble's various effects? Can a
creature trapped in the marble be freed by a dispel magic spell?
A. According to the item description (see Tome of Magic, page 148) a saving throw applies
only when the marble is set as a trap using the third command word and hurled at a creature.
If the marble hits, the victim gets a save. If the item is set as a trap with the third command
word, any creature touching it is trapped, with no saving throw. Likewise, the creature closest
to the marble is automatically trapped when the first command word is spoken. The DM
easily can prevent abuse of this ability by making the command word effective only at a very
short range (I suggest 10'-20') and by introducing opponents who are inclined to crush
untended marbles or hurl or kick them toward the owner or his party; in the latter case, the
marble might trap the owner or one of his allies if the initiative roll turns out well. Likewise, I
suggest that warp marbles develop a bad habit of bouncing around unpredictably when
thrown, thus encouraging owners to use the third command word when handling them (since a
bad bounce might inadvertently trap a character employing the first command word). Note
also that warp marbles can be safely manipulated with spears, other long implements, unseen
servants, and gusts of wind, and in numerous other ways. I suggest you treat the effects of a
warp marble as an individually targeted effect subject to magic resistance (see the Player's
Handbook, page 102, or the Dungeon Master's Guide, page 67). Since the extra-dimensional
space created by a warp marble is fragile enough to be disturbed by teleportation and similar
effects, I suggest that dispel magic can free a creature trapped inside, or expel a creature
trapped voluntarily, if the spell succeeds (see the next question).
Q. How do you decide if a magical item resists a dispel magic spell? A rod of cancellation? A
Mordenkainen's disjunction spell? What modifiers apply?
A. According to the spell description (see the PHB, pages 148 and 210), a dispel magic spell
cast directly against an item automatically causes the item to cease functioning for 1d4 rounds
unless the item is in a creature's possession; in that case, the creature is allowed a normal
saving throw versus spells to determine if the item ceases to work. I suggest you apply
magical and racial bonuses to the save, but not dexterity bonuses. Most DMs define
"possession" as holding, carrying, or using the item. For example, a magician riding a carpet
of flying has possession of the carpet, but the same magician does not have possession if he
rolls up the carpet and puts it on a table while studying spells. Note that dispel magic has no
effect on a permanent magical item at all unless it is actually targeted on the item, and
artifacts are always immune; however, spell-like effects produced by any item can be
dispelled just as spells can be. A rod of cancellation requires a successful melee to-hit roll
before it can drain an item. If the rod.s wielder scores a hit, use the table on page 152 of the
DMG to determine if the item saves. Generally, no modifiers apply to this save except in
extraordinary circumstances that the DM must adjudicate on a case-by-case basis. For
example, a stone of good luck might affect the save, since losing a magical item is bad luck
indeed (or perhaps good luck, if the item is cursed). Situational modifiers that affect the
attacker, such as bad footing or reduced visibility, reduce the to-hit roll and do not improve
the defender's chances. Likewise, circumstances that hinder the defender increase the to-hit
roll and do not make the item more vulnerable once a hit is scored. Mordenkainen's
disjunction automatically disenchants all magical items within 30' unless they are in a
creature's possession. In that case, the creature makes one save versus spells; if the save fails,
all the creature's magical items are disjoined.
Q. What is the effect on a spelljamming ship's rating (SR) if the spelljammer is a wizard
wearing a ring of wizardry?
A. Generally, there is no effect at all, as a ship.s SR depends on the type of helm it has and the
spelljammer's level. A ring of wizardry does not actually boost the character's level. However,
I do not see anything wrong with assuming that any spells cast prior to spelljamming are
taken from the bonus spells provided by the ring first; this might allow the character to remain
"fresh" and be entitled to his full SR even after casting some spells. Note that if the character
casts a spell of a spell level not enhanced by the ring, he cannot claim this benefit.
Q. The section on bards in the revised PHB does not mention any limits on magical items.
What kinds of magic can they use?
A. Bards are rogues, and since their subsection does not specifically mention magical item
restrictions, they use exactly the same types of items other rogues can. Many DMs, however,
regard bards as true dilettantes and allow them to use any type of magic. I do not recommend
this approach unless your campaign is particularly magic-poor, as a bard who can duplicate
too many different class abilities through his magical items can quickly upset the play balance
and become tedious to boot.
Q. In a campaign world set in a period resembling the Renaissance, could magical scrolls be
produced in a printing press given the proper inks and other materials?
A. No; at least not unless the printing press is actually a magical artifact (see the DMG, pages
89-93). Only fresh writing implements can be used to create scrolls; once a quill or printing
plate is used to create a scroll, the residual magical energies remaining on it will spoil all
future attempts (see the DMG, page 86). Furthermore, inscribing a spell onto a scroll requires
the creator to know the spell (if he is a wizard, that means having it in his spell books) and to
expend the appropriate material component and suffer any normal penalties (such as unnatural
ageing) associated with the spell. While this latter requirement is not mentioned on page 86, it
is implied on page 145 (see "Casting Scroll Effects"); it also is necessary for game balance, as
PCs otherwise would avoid paying for expensive material components and avoid nasty side
effects by writing scrolls instead of casting spells directly.
Q. Is it possible to rescue the victim of a bag of devouring by turning the bag inside out?
A. No. A bag of devouring is an extra-dimensional monster's "mouth". Turning the bag inside
out closes the portal to the mouth but does not make the monster spit out the victim. Generally
speaking, characters snagged by a bag of devouring are beyond help, short of wishes or
heroics inspired enough to really impress the DM.
A. A wand of conjuration can release only six charges at once, and therefore is limited to
summoning a sixth-level monster or several lesser creatures (see DMG, page 156). Of course,
the DM can create non-standard wands of conjuration that can summon more powerful
creatures, but such devices would more properly be classed as staves (for summoning eighth-
level monsters), or rods (for ninth-level or more powerful monsters).
Q. When, if ever, do you feel the full weight of the contents of a bag of holding? For example,
could you overload a structure or vehicle just by opening a bag if it is fully loaded?
A. A bag of holding is a permanent extra-dimensional space. Open or closed, items within the
bag weigh less than they do outside the bag. An item "regains" its normal weight only when
removed from the extra-dimensional space.
Q. Will a cloak of displacement protect the wearer from a magic missile spell? Would the
protection negate an entire volley of magic missiles or just the first such missile?
A. A cloak of displacement causes first-time missile and melee attacks to miss. The only
effect a cloak of displacement has on spell attacks is a +2 saving throw bonus. Magic missile,
in spite of its name, is a spell effect with no save at all; consequentially, the cloak has no
effect at all on magic missile attacks. I suppose, however, that as a house rule you could allow
the cloak's wearer a saving throw of 18 or better to avoid the first magic missile in a volley.
Whether the first magic missile hits, the rest of the volley automatically hits.
Q. Is it possible for a dwarf who suffers a magical item malfunction to get a partially useful or
mildly detrimental effect from the item?
A. As TSR's Andria Hayday recently pointed out to me during a discussion concerning the
AD&D® Trivia Game, a "malfunction" does not have to be a total failure. Still, I think the
spirit of this rule (see the PHB, page 21) is to subject dwarves to occasional complete but
benign magical-item failures. I suggest that any partial failure still render the item completely
ineffective; the AD&D Trivia Game uses a ring of invisibility that makes a dwarfs legs
disappear as an example. Likewise, a dwarf who has a broom of flying fail should not be able
to limp away a slow flying speed. On the other hand, malfunctions probably should not
actually cause harm; a malfunctioning ring of invisibility should not partially disintegrate a
dwarf, and a broom of flying should not eject a dwarf while in the air or beat him the way a
broom of animated attack does. Note that most magical fighting gear and clerical items are
not subject to such malfunctions.
Dragon #180 wrote:
Q. A few issues ago, you said only elven fighter/magicians can wear elvish mail without
restriction. However, if you look under elvish mail in the Dungeon Master's Guide (page
182), it says, "Its lightness and flexibility allow even magicians and thieves to use it with few
restrictions... Elf fighter/magicians use it without restriction". What are the few restrictions for
magicians?
A. This is a misprint. The line should read: "Its lightness and flexibility allow even bards and
thieves to use it with few restrictions". This official correction has already appeared in more
recent printings of the DMG. In the core AD&D 2nd Edition rules, magicians cannot wear
armour unless they are elven fighter/magicians. However, it seems to me that half-elven
cleric/magicians, fighter/magicians, and fighter/magician/clerics also could function while
wearing elvish mail. Magician/thieves and fighter/magician/thieves could probably also wear
elvish mail since straight thieves can, but do not forget to apply the penalties to thieving
abilities from Table 29, page 39, in the Player’s Handbook.
Q. In "Sage Advice" in issue #156, you said a heavy catapult and a trebuchet were two
different things. However, the Spelljammer boxed set's Concordance of Arcane Space (page
40) says that a heavy catapult is a trébuchet. Also, if trébuchet can hurl rocks weighting
500 lbs, how can they be fitted onto spelljammers? If a trebuchet is a separate item, how much
does it cost? How big would a ship have to be to have one? What are this weapon's other
statistics?
A. I did not actually say that catapults and trebuchets were different in issue 156, but they are
according to the histories I have read. Technically, a catapult is a torsion-powered siege
engine. A catapult.s torsion (twisting or springing) power was usually provided by either
tightly wrapped skeins of horsehair or layers of green boards arranged like the leaf springs on
an automobile's suspension. To get an idea of how a twisted-skein catapult worked, stretch a
rubber band between your thumb and forefinger. Now take a capped ballpoint pen or
unsharpened pencil and stick it between the two strands of rubber. If you flip the pen end over
end a few times like an air-plane propeller, you.ll twist and tighten the rubber band; you.ll
have to slide the pen in and out a bit (because your hand will be in the way) to rotate the pen
fully. When you have got the rubber band really tight (and aimed away from your face), let
go. The rubber band will flip the pen over quite forcefully. The catapult's skeins were
tightened by men on either side of the catapult who turned cranks connected to the skeins,
tightening them up without moving the catapult arm, which was held back. Once the arm was
released, the torsion in the twisted skeins flung the arm in an arc that was stopped by a
crosspiece on the machine itself; the ammunition, which had been placed in a cup on the end
of the arm, was then hurled away. The leaf-spring catapult worked just like a big crossbow. In
fact, the only difference between this kind of siege engine and a ballista (which worked
exactly like a big crossbow) was that a catapult had a long arm with a cup or pouch at one end
for throwing stones in a high arc; in place of the arm, a ballista had a slide that hurled a rock
or large bolt in a flat arc. A trebuchet, however, was powered by a counterweight. A long
beam was placed on a pivot, with one end of the beam a lot closer to the pivot than the other.
A heavy weight was hung at the beam's short end, and a pouch for holding rocks was hung on
the other, then tied down; the whole weight of the short end was always far greater than the
entire weight of the long end and its ammunition. When a loaded trebuchet was fired by
releasing the long end, the weight snapped the long end upward, and the rock in the pouch
was hurled away. If you have ever seen a troupe of acrobats working with a see-saw, you have
got the idea. In historical terms, the Spelljammer setting's light catapult probably is similar to
the historical onager, a small twisted-skein torsion engine that hurled a rock that weighed
about 10 lbs. The medium catapult probably is similar to a larger skein- or leaf-spring torsion
engine that hurled a 25 lb. rock (in landsman's terms, this would be a heavy catapult; the
SPELLJAMMER setting has adopted its own terminology). The spacefarers' heavy catapult,
or "trebuchet", would be a very large torsion engine hurling a 40 or 50 lb rock; page 40 of the
Concordance defines catapults as "large, stone-throwing devices operated by springs, cranks,
or flywheels". I doubt that very large counterweight engines could be used on spelljammers at
all, except on dwarven citadels and other massive bodies of 300 tons or more. If you want to
introduce such weapons into your campaign, you are on your own. As a general rule of
thumb, I suggest that doubling the weight of the missile should increase the hull damage to
the next higher step. For example, a weapon hurling an 80-lb rock would do 2d6 hull points.
Each increment of increased damage should cost an extra 300-400 gold pieces, reduce the
THAC0 by one (20 maximum), take one extra crew, reduce the rate of fire by one, and
increase the weapon's "count" by one. So, our "80-pounder" would cost 1,300-1,400 gold
pieces, require five or six crewmen, have a THAC0 of 19, have a rate of fire of ⅓ or ¼,
and would count as three large weapons installed. I suggest that you do not allow the critical-
hit numbers and crew-damage ratings to increase beyond the heavy catapult's 18-20 and 3d10
values.
A. If you think a 6'-tall character cannot do much damage with a fighter's traditional weapons,
you are right, especially if he fights any foe larger than a cockroach. However, diminutive
swords, battle axes, and the like still do more damage than tiny fists and feet (I suppose a 6'
monk wearing a girdle of giant strength might be able to do some interesting things with judo
throws; a cartoon character called Atom Ant comes to mind). Strictly speaking, the haste
effect ends as soon as the character becomes a 5th-level monk; the discipline and control the
monk imposes on his body forces it to return to its normal (non-hasted or non-slowed) state.
Also, most campaigns disallow permanent haste effects, as they tend to unbalance play.
Furthermore, this combination tends to burn out characters, as it magically ages the character
in either edition of the AD&D game. In the original game, a haste recipient not only ages a
year, but also must make a system shock roll or perish. In either edition of the game, I
recommend that the permanently hasted character re-roll for system shock periodically, like
every day, week, or month; a character's body can take only so much abuse. Note also that the
character should age at least twice the normal rate, and the DM would not be out of line to
rule that the character actually ages an extra year every hour, week, or month. Generally
speaking, similar magical effects are not cumulative in either edition of the AD&D game. A
second haste spell will not affect a hasted character in either edition, nor can a hasted
character benefit from a potion of speed. Likewise, boots of speed bestow a base movement
rate (subject to encumbrance penalties) of 24. If the wearer already moves that fast or faster,
he gets no benefit from the boots no matter where the superior movement rate comes from. As
it happens, your 5th-level monk has a movement rate of 19, which the boots can boost to 24,
no higher.
Q. Can you shape change a tarrasque into a little bunny, then eat it for dinner? If a human was
polymorphed into a bunny and some of the bunny.s fur was taken, then the bunny was
polymorphed back into a human, would the fur sample turn back into human hair or would it
stay bunny fur? In other words, will a lightning bolt spell blow up in my wizard's face if he
uses the bunny fur as a material component?
A. First, in either edition of the AD&D game, the tarrasque is a unique creature. A DM can
decide that a whole race of tarrasques populates the world, but there are more original ways to
challenge player characters. Second, shape change works only on the caster/user, so no one
can use it like a polymorph other spell; if shape change could be used on creatures other than
the caster, it would give the recipient the ability to change its shape and all such changes
would be under the recipient's control, not the caster's, I am not sure what form a tarrasque
would choose if it could shape change itself, but it would not be likely to bring any joy to the
spell caster, whatever that shape happened to be. Of course, even a tarrasque might fall victim
to a polymorph other or polymorph any object spell. In either edition of the AD&D game and
in the D&D game, a polymorphed creature keeps its hit points, natural armour class, and
possibly other purely physical abilities; in the tarrasque's case this includes regeneration and
maybe even its limb-severing bite. So, your tarrasque/bunny still is one tough customer: A
300-hit point bunny with AC -3, at least two attacks (bite and kick), and a legendary
regeneration ability. Even if one managed to eat this creature, you would still need a wish to
keep it dead (see the tarrasque's description in the Monstrous Compendium, volume 2). Since
polymorphed creatures assume their normal shape when killed, I suggest that any pieces cut
from them change back, too. After all, being separated from the rest of the creature is a
"death" of a sort. In the case of the tarrasque/bunny, the creature would change back when
reduced to -30 hit points, or perhaps any time after being reduced to below zero hit points if
the DM so decides. This method clears up esoteric questions such as, "Can I use polymorphed
human hair as a material component for a lightning bolt spell"? It also keeps player characters
from using polymorph magic as a cheap short-cut when creating scrolls, potions, and other
magical items.
A. You are definitely misreading the descriptions of the magical items involved here (all three
are from the Tome of Magic, pages 136-137). Dimensional mines are inert until placed inside
extra-dimensional spaces. Even then, a dimensional mine does not explode; it ruptures the
extra-dimensional space, and any matter inside the space is spewed into the Astral plane. The
effect does not damage the contents of the space. Flat-boxes do not inhibit magic at all,
though by their very nature they cannot be illuminated. A disintegration chamber produces no
spectacular effects when brought into an extra-dimensional space, and it cannot destroy
anything that is not inside it (even then, nothing happens until somebody pushes the button).
In the situation you describe, the flat-box could explode when the dimensional mine was
tossed inside, as the flat-box is an extra-dimensional space that has a bad habit of exploding
when itis disturbed. However, it does not have to explode; it could just be ruptured. The
disintegration chamber would be utterly destroyed in such an explosion, and the dragons
would survive and get sucked through the rift and tossed onto the Astral plane. Whether the
dragons were inside the disintegration chamber when it was activated is irrelevant, as their
immortality (see their description in the Monstrous Compendium, Dragonlance Appendix)
allows them to survive being simultaneously "destroyed" and disintegrated.
Q. If a thief lost an arm just below the elbow, would he still be able to wear a magical bracer
on the stump? Could he wear a bracer over a prosthesis? What effect would the loss have on
the character's thief abilities? If he originally weighed 115 lbs, what would his new weight
be?
Bracers are made to be worn on the wrist or forearm. Individual DMs are free to decide if
amputee characters can use bracers (and other items that must be worn) by wearing them on
stumps or prostheses. Check out "Sage Advice" in issue #172 for a discussion of where
various types of magical equipment are normally worn. The DM must decide whether the loss
of a limb or appendage will affect thieving abilities at all. There is no reason to assume that
the character cannot simply adapt and go on performing just as before. If the DM is not
feeling this generous, I suggest a penalty of 5-25 on all applicable percentile thieving abilities.
For example, the one-handed thief mentioned above will suffer no penalties to his ability to
hear noise, move silently, or hide in shadows, as he does not need to use his arms and hands
to do these things. The character might suffer a penalty to pick pockets or find and remove
traps. The DM could decide that this one-handed character has fewer options when picking
pockets, and he could assess a -5 penalty to his percentile chance for success. The DM also
might decide that rogues don.t use their hands much when finding traps, but that two hands
are helpful when removing traps, and so assigns no penalty to "find" and a -10 to "remove".
Finally, the DM might decide to assign a -15 penalty to climb walls, since the character's
remaining three appendages are going to be very busy when the character is climbing. If
penalties are assessed, I strongly suggest that the DM give the character an opportunity to
acquire some adaptive equipment and a chance to practice using it. The easiest way to
simulate this is to use the "Training" optional rule (see the Dungeon Master’s Guide, page
49). As to the loss of weight, the character should lose about 4% of his total weight (4.6 lbs.,
in this case) for losing roughly half an arm. "Sage Advice" discussed this calculation in issue
#156 (see the "legless gnome" question).
Q. Exactly how many gnomes can an adult griffon carry without losing its speed or altitude,
physical attacks or fearsome temperament?
A. A typical gnome, without equipment, weighs about 82.5 lbs, but this figure can be as little
as 73 lbs. or as much as 92 lbs (Player’s Handbook, page 24, Table 10). Carrying capacities
for most flying creatures that can be used as mounts are conspicuous by their absence from
the creatures' descriptions in the various Monstrous Compendium volumes. For the sake of
game balance, I suggest that the most common flying mounts (pegasi, griffons, and
hippogriffs) have the same carrying capacity. The Pegasus description in MC1 lists this as the
same as a medium war horse: 220 lbs at full speed, 330 lbs at half speed, and 440 lbs at one-
third speed. As a general rule, a flying mount loses one manoeuvrability class when carrying a
rider. I suggest that a winged mount loaded to the one-third movement class be unable to fly
at all. Note that there is no reason a DM could not apply the movement rate and carrying
capacity modifiers from the horse quality rules (DMG, pages 36-37) to flying mounts, too. As
to the question of a loaded griffon's temperament: Griffons are infamous for their nasty
dispositions, and carrying loads does not make them any happier. Except for reductions to its
manoeuvrability and movement, a griffon carrying a load still can fight normally. However, I
suspect a griffon would strongly resent carrying multiple riders or being overloaded. Such a
beast probably will try to shed, or even eat, excess riders.
Q. Where can a wizard put a sphere of annihilation when he is not using it?
A. You can "put" a sphere of annihilation anywhere you want when you are not using it, just
by commanding it to stop. Of course, somebody else could set it in motion again by trying to
control it, so it behoves the owner to park his sphere of annihilation in a safe place, like a
locked vault (for an example of a creative use of a sphere of annihilation stored in this way,
see "The Living City" in Polyhedron Newszine issue #52). Since the effect a sphere of
annihilation will have on its surroundings can vary widely from campaign to campaign, it
might be useful to discuss this item's properties in some detail. Simply put, a sphere of
annihilation is a hole in the fabric of the multiverse. Like other holes, a sphere of annihilation
is benign until something falls into it. However, the strictest possible interpretation of a
sphere's powers (DMG, page 180) yields a pretty terrifying point. Since anything that contacts
the sphere is instantly sucked into the void and utterly destroyed, a sphere of annihilation
moving through the air might be accompanied by a continuous rumble of thunder as the air it
encounters is annihilated and more air rushes in to fill the vacuum. Even at rest, a sphere of
annihilation might eventually strip a planet of its atmosphere as it annihilates each and every
gas molecule that touches it. A single such sphere could drain oceans and maybe even gobble
up stars and planets; if one does not place a size limit on what the sphere can annihilate, it
could suck in the whole earth instantly just by touching the ground. The only way to safely
store a sphere under these conditions would be to seal it into an airtight vault, where it
eventually would annihilate the air around it and create a perfect vacuum. Nevertheless, a
more responsible approach would be to destroy the sphere with a rod of cancellation as
quickly as possible. I think it is far more reasonable to assume that fluid matter, such as a
body of water or an atmosphere, will tend to flow around the sphere rather than contacting it
and being annihilated. Of course, air or water could be fanned or ladled into the sphere, where
it would be annihilated. This effect is similar to what would happen if a portable hole was
spread out on a sand beach. The hole displaces the sand without otherwise affecting it, and no
sand falls into the hole unless it is pushed inside. I also suggest that a sphere of annihilation
be unable to utterly destroy anything bigger than it is. If, for example, the character
controlling the sphere plunges it into the earth or into a castle wall, the sphere bores a 2' hole
instead of sucking the entire "object" into oblivion. Likewise, small, man-sized, and large
creatures might survive touching a sphere unless they fall completely into it. (See the previous
question on "amputee thief" for possible consequences of misadventures with spheres of
annihilation.) Tiny creatures probably do not have enough strength or mass to resist being
sucked into a sphere if they are unfortunate enough to touch it.
Dragon #181 wrote:
Q. The paragraph in the PHB that describes the Artistic Ability non-weapon proficiency (page
57) says that the artistic character is "naturally accomplished in various forms of the arts".
The description goes on to say that if the character fails a proficiency check, he "has created
something aesthetically unpleasing or just plain bad". Being something of an artist myself, I
can tell you that beauty is in the eye of the beholder. I think characters viewing the work
should be the ones to make the proficiency check to determine if they can perceive some
value in it. After all, if the character has natural talent, he would not waste time working on
something inferior. In the case of an architect or engineer, I can see checking to see if the
creative character produced a work with flaws, but in the case of a painter, sculptor, poet, or
musician, what is good or bad should be relative to the individual or group sampling the work.
A. You are putting too much emphasis on the "naturally accomplished" phrase. The
proficiency description's second sentence explains what being "natural accomplished" means:
The character understands colour, form, space, flow, tone, pitch, and rhythm. While these are
the fundamental building blocks of artistic expression, not every character understands them
to the same extent, and not every character can consistently translate this knowledge into a
successful work of art. Everywhere, there are marginally talented authors and artists who
believe they would be famous if only the public could appreciate them, but that is putting the
cart before the horse. When an artist botches the job and produces a piece of junk, it is the
artist who has failed, not the viewer. I suppose a DM could assume that abstract art has made
its appearance in the world. While it is true that only people who understand the "language" of
such art can fully appreciate it, the artist still must successfully apply his knowledge to create
a high-quality, aesthetically pleasing work. In this case, the viewer might indeed have to make
an ability check to understand the work, but this does not free the artist from his obligation to
do a good job in the first place.
Q. I am so disgusted with all the good represented in the AD&D game. Why is there no place
in any of the various worlds for evil characters? Even the Ravenloft setting does not really
allow for evil player characters. The staff at TSR really needs to realize that the Demi-plane
of Dread is not the kind of place where paladins and their mom's bring PCs glasses of cold
milk and plates of warm brownies! The AD&D game.s melodramatic theme has made me sick
one too many times. Can we look forward to a change soon?
A. TSR's products assume the PCs will be the good guys, so you are mostly correct when you
point out that there is no place in any of the published worlds for evil PCs. You are "almost"
correct, because any AD&D game world needs evil non-player characters to provide threat
and conflict for the PCs. Completely safe worlds are pretty boring, as you can.t have heroic
player characters without suitably nasty villains to oppose them. I also assure you that nobody
at TSR, Incorporated believes that paladins in the Ravenloft setting have time to serve cookies
and brownies. They are far too busy trying to keep the various lords from obliterating the
innocent and snatching unsuspecting travellers off their home planes. Your simplistic view of
good people as superficial wimps is curiously similar to the attitude most 20th-century
megalomaniacs have shown to the world. In the 1930s, the Fascists in Germany and Italy and
the Militarists in Japan had exactly this view of the western democracies. By 1945, however,
everybody understood just how tough those democracies really were. The struggle between
good and evil is what drives the AD&D game. It is possible for the PCs to be the bad guys;
however, TSR products assume the PCs will be good for several reasons. First, the game's
basic structure requires PCs to work together as a group; each character class has inherent
strengths and weaknesses that make them very well prepared to handle some situations but
unprepared to handle other kinds of problems. The only way to overcome these gaps in
capability is to work with other characters who have different sets of skills. The staff at TSR
knows from experience that it is much easier, and a lot more fun, to put together an effective
party of good and neutral characters than to try and hold together a group of evil characters. A
party of good characters will share a commitment to a common moral or ethical precept. Evil
characters, on the other hand, tend to be concerned with preserving themselves. This concept
of self varies with the character's actual alignment. The self could be an entity free to do
exactly what it wants regardless of the larger consequences (chaotic evil); it could be, an
entity uniquely qualified to survive the rigours of existence (neutral evil); or it could be a part
of a larger structure that defines all existence (lawful evil). Nonetheless, each character's
primary motivation is essentially selfish. Consequently, the types of bonds that hold these
groups together are vastly different. Good guys depend on friendship, trust, and altruism to
keep themselves going. This helps keep campaigns going, too, since each players share in the
group.s successes. Since role-playing is a social activity, it helps when all the players and
their characters are at least civil to each other. Evil groups stay together mainly through
intimidation and deceit. This tends to destroy campaigns because players get tired of being
fooled or bullied. Success, if there is any at all, belongs only to the player who comes out on
top in each session. In the short term, both types of groups can get by; in the long term, good
groups develop common goals and accomplish great things together. Evil groups stay focused
on the short-term goal of survival and do not get anywhere. If you do manage to reach a point
of equilibrium where a powerful evil PC can control the other PCs, you will find that the other
players quickly will lose interest, nobody likes to play the fool or the doormat for long. Also,
players can keep their game feelings separated from their real feelings for only so long.
Sooner or later, the hostilities that arise between evil characters are going to arise between the
players, and good-bye campaign. The only way I know to avoid this when your PCs are evil is
to structure your games like skirmish war games, not heroic quests. This is fine if skirmish
war games are what you want to play. You certainly could play a long-term campaign in the
Ravenloft setting where each evil PC controls his own domain. Again, this type game of will
become a long-term political and military campaign, not a role-playing campaign. In a role-
playing campaign, good guys tend to make a lot more interesting characters than bad guys.
Bad guys do not struggle with the larger issues, and they remain unconcerned with the ethical
implications of what they.re doing. As a result, the player has less to think about and just plain
less to do if he has an evil character. Bad guys don.t last as long as good guys. When the party
gets lost in the wilderness and food runs out, a good party pools its resources and tries to
figure out how to feed everybody; a group of starving bad guys eventually begins stealing
each other's food or even goes to work deciding how best to eat each other. The party
infighting that arises among evil characters also increase the PC mortality rate. Not only will
evil characters occasionally kill each other, but they often will allow their comrades to die
unnecessarily. Such losses impair the group's ability to withstand further adversity. Of course,
an evil character can disingenuously choose to use others to help him survive; however, this
parasitic approach does not work in a role-playing campaign. If the character does not
succumb to greed and turn predatory, the PCs he is taking advantage of eventually will notice
what.s really happening. In real life, people trapped in an evil person's orbit might not be able
to break free, but players in a game always can just quit (and they often do). An AD&D
campaign with good PCs does not have to be melodramatic. Characters, at least occasionally,
should have to labour long and hard to conclude an adventure. Along the way, they can face a
few thorny ethical problems and be forced to choose between unpleasant alternatives. If the
action in your games is sappy, it is because there is not enough creative energy going into the
storytelling, not because the PCs are good. Be very careful when considering evil PCs. Many
DMs, especially younger ones, do not have a clear idea of what evil is and what being evil
costs. Evil, by definition, is that which causes ruin, injury, or pain. The good and evil
alignments in the AD&D game are not rival clubs or gangs. Good people stick together
because they have a moral and ethical inclination to do so. Evil characters do not hang
together. Unlike good characters, they do not have a common point of reference. They also do
not have to observe proprieties or sacrifice their own desires for the sake of goodness. They
pay for these privileges by losing the trust and confidence of their companions and the ability
to trust others. To an evil being, everyone and everything is a potential enemy, even after a
peaceable meeting. Since good characters tend to promote healthy, long-running campaigns,
and evil characters tend to break up gaming groups, you can expect TSR's products to
continue casting the good guys at centre stage. If you decide to ignore all of the foregoing and
try evil PCs, I wish you luck. At worst, you will give up the game in disgust. At best, you will
learn a little bit about what makes the game tick. Either way, you will get an education.
Q. The first sentence in the Concordance of Arcane Space in the Spelljammer boxed set says,
"Everything you know about space is wrong". Does this mean that characters can shout from
ship to ship and still be heard if the ships' air envelopes are not overlapping? Does this also
mean that a ship moving at maximum speed in wild space will stop immediately if the
helmsman leaves the helm, inertia not withstanding?
A. Obviously, not everything you know about space is wrong. Sound does not carry though
the void, and inertia, of a sort, still applies to spelljammers. Generally, if a helmsman vacates
his post or becomes disabled, the spelljammer's SR falls to zero. Such a ship cannot change
direction or speed and will continue to move in a straight line until either it is brought under
control or it encounters a gravity well. Check out the "Power Sources" section of the
Concordance of Arcane Space (pages 33-39, especially page 35) and the sections in Chapter 4
on movement (especially pages 55 and 60) for details.
Q. During an argument about the rules, one of my friends said she called TSR, Incorporated
and was told both that the rules should not be followed if they impede play and that you never
should listen to a rules lawyer. Is this true?
A. I am not surprised that one of my colleagues gave that kind of answer to your friend over
the phone. Too many players and DMs spend their time and energy worrying about getting
the rules "right" and not nearly enough time on telling an entertaining story, presenting and
responding to intellectual challenges, and creating believable characters that players care
about. People who call TSR to settle local rules disputes deserve what they get. Like
everything else in a well-run campaign, the DM and players can hurt the game by applying
the rules too loosely or too stringently. Campaigns that ignore the rules quickly spin out of
control; player characters get too much power or cannot get enough power. Either case makes
adventuring a futile exercise. Likewise, the DM and players cannot make intelligent game
decisions unless they have some idea of what the results of some particular action will be. The
rules are there as a tool for channelling the action in a creative and entertaining direction. On
the other hand, the rules are supposed to promote play, not restrict it; a role-playing game is
supposed to be a heroic adventure, not an exercise in legal argument. Generally speaking, any
rule is fine so long as it does not impede or disrupt play. When someone points out a different
way of looking at the rules, the group ought to consider the following: Will doing things this
way bring the game to a grinding halt? Does this new way of reading the rules grant a PC or
monster a world-beating way to use a spell or bit of equipment? Is this particular choice of
skills and equipment obviously superior to all other combinations of powers available in the
game? Will this new rule place a PC or monster in the kind of ridiculous position that only a
complete fool would get into? If the answer to any of these questions is "yes", consider
another interpretation of the rules, at least until the current adventure is over.
Dragon #182 wrote:
Q. Were templars, gladiators, rangers, bards, and psionicists deliberately left off the multi-
classed character table? If a multi-classed demi-human were a gladiator/ranger, would he add
the extra weapon attacks he gets from his gladiator level and weapon specialization to the two
attacks he gets each round as a ranger?
A. Take a closer look at the rules and table on pages 38-39 of the Dark Sun Rules Book.
Several psionicist combinations are listed there. If you check the notes immediately following
the multi-classed table on page 39, you.ll see that the templar, ranger, and bard can be
substituted for the cleric, fighter, and thief, respectively, in most cases. Gladiators cannot be
part of a multi-class combination. No fighter/fighter combinations exist; no combinations list
a major class more than once, because no character in any AD&D game setting can use
subclasses of the same class in a multi-classed or dual-classed combination. If you have a
taste for really far-out variants, fine, but do not bring the problems they create to "Sage
Advice". However, since you have gotten me started, note that rangers do not get two attacks
a round. What rangers get is the ability to use a secondary weapon without penalty. A
secondary weapon gives a character exactly one extra attack each round. Multiple attacks
from level or specialization apply only to the primary weapon. Of course, a haste spell and
similar magicks do grant double the normal number of attacks. In this case, the character gets
two attacks with the secondary weapon and twice his normal allotment of attacks with the
primary weapon.
Q. Why can thrikreen not wear magical rings and cloaks? Can they wear magical boots and
gauntlets?
A. Thrikreen can wear rings, cloaks, boots, and gauntlets, but only if the items are made to fit
thrikreen; see the Rules Book, page 16. Items made for humans or demi-humans just do not fit
thrikreen, as such items either are too small or are entirely the wrong shape.
A. No. Nor can psionicists on any other AD&D game world. Psionicists enjoy the full range
of their profession's psychic powers instead of having wild talents.
A. This is up to the DM. Templars probably use their badge of office or their sorcerer king's
seal. Elemental priests might use the Athasian symbol for their element; Tim Brown, one of
the designers of the Dark Sun boxed set, points out that the rules for turning undead on Athas
(Rules Book, page 70) seem to suggest that a small quantity of the priest.s element might
suffice as a holy symbol. Druids might use pieces of foliage, chunks of stone, or handfuls of
dirt from their guarded lands.
Q. Can templars cast quest spells? Can defilers and preservers opt to become wild mages?
How are the new clerical spheres from the Tome of Magic used on Athas?
Under the right circumstances, templars, druids, and elemental priests can get quest spells.
The section on quest spells in the Tome of Magic (pages 10-13) gives guidelines for helping
the DM decide what the right circumstances are. Both preservers and defilers can become
wild mages. The newly released Dragon Kings hardbound book for the Dark Sun campaign
contains complete information on integrating the Tome of Magic's new spheres into Dark Sun
campaigns.
Q. The Racial Ability Requirements table (Rules Book, page 3) allows no scores lower than 5
or higher than 20. However, the Racial Ability Adjustments section (same page) says no
adjusted score can be lower than 3 or higher than 24. Can racial adjustments alter the initial
limits?
A. The "limits" on Athas are a minimum of 3 and a maximum of 24. The Racial Ability
Requirements table does not denote limits. A new character must have scores that fall within
the listed range of the Racial Ability Requirements table before any racial adjustments are
applied (Rules Book, page 3, last line under the heading "Minimum and Maximum Ability
Scores" and note the word "before2 in boldface type).
Q. What are the per-round movement rates for the various Athasian races? The Rules Book
only gives overland movement rates.
A. The rates are as follows: human, 12; dwarf, 6; elf 12, half-elf, 12, half-giant 15, halfling, 6;
mul, 12; thrikreen, 18.
A. These races get double movement points if they go the full 20 hours (for muls, 48 or 60 on
a forced march; for thrikreen, 72 or 90 on a forced march). Check out the overland movement
rules in the Rules Book, pages 87-88, for details.
A. No, but they can add their constitution scores to their daily overland movement rates. It is
this ability, not a universal running proficiency, that accounts for their legendary overland
speed. Note that this ability is generally safer and more reliable than the Running proficiency
because it does not require a proficiency check or impose a combat penalty (Player's
Handbook, page 63).
Q. Do Athasian dwarves have infra-vision? I can not find a reference to it anywhere in the
Dark Sun rules.
A. I can not find it either. This was an oversight due to some lost text. Athasian elves do have
infra-vision (Rules Book, page 6). I suggest giving 60. infra-vision to Athasian dwarves, half-
elves, and halflings.
Q. When you first build a character tree, are all the characters third level?
A. Yes. At the start of play, all single-classed PCs are 3rd level and multi-classed PCs are
2nd-level in the most "expensive" class. However, inactive characters added to a tree to
replace slain characters always start at 1st level. Note that any inactive character on a tree can
gain levels according to the rules on page 41 of the Rules Book. The point of having a
character tree is to give the player a stable of replacement characters who are better than 1st-
level, not to take all the sting out of character death. Smart players will manage their character
trees so their inactive characters reach 3rd level as quickly as possible.
Q. I have a player who is constantly after me to allow his character to acquire a chemistry or
alchemy proficiency. This seems pretty highbrow to me, especially on a planet where a
magnifying glass is regarded as a mysterious type of magic. What would a chemistry or
alchemy proficiency do on an AD&D game world, anyway?
A. Generally, Athasians are a pretty sharp lot. While the introductory tale "A Little
Knowledge" (by Jerry Oltion) includes a character who is mystified by a chunk of glass, this
is far from the norm. As Tim Brown (Lake Geneva's Dark Sun world martinet) points out,
most Athasians, with their exposure to elemental priestly magic and their survival skills, have
more knowledge about the way their world works than common folk in most places. Still,
exact sciences such as chemistry are all but unknown in the magical worlds of the AD&D
game. Chemistry is replaced by alchemy, which is a complex and esoteric art that is much
better suited to sages (Dungeon Master's Guide, pages 106-108) than to adventurers who
spend their time and intellectual energy learning character class abilities. In any case, alchemy
is too complex to be covered in a single proficiency. I suppose a true alchemist might have
non-weapon proficiencies in Brewing, Astrology, Herbalism, Mineralogy, Spellcraft,
Engineering, and, optionally, Pottery or Glassblowing (a previously undescribed proficiency).
The character would have to use his combined knowledge of all these subjects to tackle any
particular problem.
Q. Does the Water Find proficiency allow a half-giant to locate four gallons of water? Can a
thrikreen give the water he finds with the Water Find proficiency to other characters?
A. No character who successfully uses the Water Find proficiency suffers a constitution loss
due to dehydration (Rules Book, page 46). This does not necessarily mean that the character
actually finds his full daily requirement of water, which varies according to the character's
race, armour, and level of activity. In fact, since Water Find does not allow a character to
rehydrate, it is pretty clear that the character usually finds something less than a full day's
supply. As for giving away any water found, there is no reason to assume the character
actually finds drinkable water; the proficiency might yield just a trickle of liquid water and
several mouthfuls of soggy cactus pulp. While half-giants and thrikreen might be able to
choke down many different forms of non-liquid water, not every character can. I suggest that
you place some limit on the amount of water actually available for sharing, say 1d4+1 pints.
Note also that thrikreen usually have better things to do with their non-weapon proficiency
slots that spend them on Water Find, since they need so little water (Dark Sun Rules Book,
page 86).
Q. Do merchant houses do any buying or selling at their headquarters? Are goods and coins
the only forms of payment accepted at merchant emporiums?
A. Only members or agents of a merchant house are allowed to enter a house's headquarters;
this precludes normal transactions between the house and ordinary customers. I suppose that
very special deals with other houses or special customers might be negotiated inside the
headquarters, but only if extra security is necessary to keep rival merchant houses from
getting wind of the deal and only if no city laws are being broken (no merchant house would
ever run the risk of having its headquarters raided by the local templars). As far as methods of
payment go, nothing beats cash or bartered goods in the hand, especially on Athas, where it is
very easy to go into the desert and either deliberately disappear to avoid a debt or accidentally
fall victim to the planet's many dangers. Either way, the merchant is out his goods and
probably will become a laughing stock to boot. Some merchants might be willing to grant
credit or accept services in lieu of cash or goods on the spot, but only if the terms are very
favourable to the merchant and the buyer is either extremely famous or a trusted, long-time
customer.
Q. I do not understand the weapons chart on page 53 of the Rules Book. It looks like the
column headings should be moved over one space, but if you do that, where does the
"Damage" heading go?
A. This is the kind of typo that gives rules editors ulcers. Most of the column headers are one
column too far left and should be shifted one column to the right. The "Damage" heading
actually goes above the last two columns, which are "Small-Medium" and "Large" for the
damage done by weapons to beings of different sizes. The columns should read: Weapon
name [no heading actually used], Cost, Wt [weight in pounds], Size, Type, Speed [for
modifying initiative rolls; see PH, page 94], [Damage] S-M, and [Damage] L.
Q. What are the range categories and rate of fire for the chatkcha?
A. Generally, the AD&D game divides missile ranges into thirds, so short range for the
chatkcha (with a maximum range of 90 yards) should be 30 yards or less, medium 31-60
yards, and long 61-90 yards. I suggest the rate of fire be one each round, the same as a hand
axe.
Q. I pretty much understand how to calculate how many Psionic Strength Points a character
with a wild talent gets. But how many PSPs does a character with more than one wild psionic
talent have? And what do you do with talents where the PSP cost to establish or maintain the
power varies?
A. To assign PSPs to a character with a wild psionic talent, use the procedure described on
page 20 of the Complete Psionics Handbook. When a power has a variable PSP cost, the
character gets PSPs equal to the minimum cost to establish and maintain the power. For
example, a character with the wild talent of Domination gets 27 PSPs for that power (3 PSPs
is the minimum cost to use the power once, plus the minimum maintenance cost of 6 PSPs,
times four). If the character has more than one power, he gets the full allotment of PSPs for
each power. That is, determine how many PSPs the character would get for each power, then
add them together to get the character's actual PSP total. Note that a character with multiple
wild talents still gets only four extra PSPs for each experience level gained.
Q. What do you do with talents that have prerequisites? Are these like college courses in that
you must have all the prerequisites before you can have the talent in question?
A. To get a power with prerequisites, a character must have all the prerequisites before
gaining the power. In college, you sometimes can get the prerequisites waived; that never
happens for PCs. However, characters frequently can be granted all a power's prerequisites
along with the power. This is always the case with newly gained wild talents. For instance, the
character with Domination in the previous example automatically would have both Mind Link
and Contact (the character also would get extra PSPs for those prerequisite powers).
Q. What happens when a Dark Sun character has ability scores so high that the character's
psionic power scores are 20 or higher; for example, a character with a wisdom of 22 using the
contact power (where the power score is equal to the character's wisdom score)?
A. A roll of 20 is always a failure when using a psionic power (TCPH, page 11), and it might
also carry other penalties. In theory, a character with a power score of "skill score" optional
rule (TCPH, page 11, and page 28, "Optional Results") since you can.t roll an unmodified 21
or higher on 1d20. Kind referees might allow such characters to have an effective score of 19
for purposes of using the "skill score" rule.
Q. Some of the animals listed on the chart for the Animal Affinity psionic power (TCPH,
page 50) do not fit the Dark Sun setting. How many sharks, barracuda, or crocodiles are there
on Athas? How about an alternate table?
A. There are no sharks, barracuda, or crocodiles on Athas. (According to Tim Brown, there
never were any on Athas; the planet's flora and fauna are vastly different from what is found
on other AD&D game worlds.) Still, there probably were creatures like them on Athas at one
time or another, and I don.t see any real problem with using the table just as it is. If you want
to give this power a true Athasian flavour, get out your Wanderer's Journal and your
Monstrous Compendium Dark Sun Appendix and make a few substitutions. Here is an
unofficial list: rasclinn for barracuda, kank or wild kank soldier for crocodile, athasian sloth
for elephant, jozhal for percheron (draft horse), and megapede for shark. I will stop there and
assume the other animals have Athasian equivalents.
A. In pretty much the same way other characters do. To regain spells, a thrikreen must be at
rest, as inactive as a sleeping character would be, and must maintain this state for as long as
any other spell-caster would have to sleep. Thrikreen regain PSPs at the rates given in the
TCPH, page 14, Table 6. To regain PSPs at the sleeping rate, a thrikreen must be completely
inactive as described above. Note that the psionicist's Rejuvenation proficiency is not
particularly useful to thrikreen.
Q. Since defiler magic is easier to use than preserver magic, can a preserver opt to use it in
appropriate circumstances, such as while standing in a sorcerer-king's garden? Since defiler
magic is a simpler, cruder form of magic, is alignment the only thing that keeps a preserver
from using it?
A. Defiler magic is not available to preservers under any circumstances. A preserver learns to
craft spells so the energy they require is replaced rather than simply being drained from the
land. This element of balance is integral to all a preserver's spells and cannot be deliberately
omitted. I suppose a preserver could switch to defiler magic; in such cases, however, the
character would have to effectively switch classes so that all subsequent spells would be of
the defiler type. How such a switch might be accomplished, if it is possible at all, is entirely
up to the DM.
Q. The rules describe the preserver and defiler classes in just about every detail except one:
spell progression. The rules say that defilers get spells more quickly that preservers, but
nowhere do the rules give a spell progression table for either class!
A. Both classes use the spell progression table for wizards in the Player's Handbook, page 30.
The rules do not say that defilers get spells faster than preservers, but page 26 of the Rules
Book does point out that defilers advance through the levels very quickly. A comparison of
the defiler experience table from page 27 of the Rules Book with the standard wizard
experience table (PH, page 30), which preservers use, will bear this out.
Q. If an Athasian wizard has his spell books destroyed or taken away, can he get new ones?
A. Yes. The minimum cost of doing this is listed in the spell books section of the DMG (page
42). The DM might also assign additional costs and time requirements. Check out the
following sections of the DMG for guidelines: spell research (pages 43-44), scroll research
(page 41), and scroll creation (pages 85-87). Note that all sorcerer-kings consider magic
treasonous, which makes recreating spell books inside cities pretty dangerous. Being a
member of a veiled alliance would be a great boon to a wizard attempting to recreate lost spell
books.
Q. When, exactly, does a half-giant change alignment? The section on half-giants on pages 9-
11 of the Rules Book says a half-giant must choose an alignment each morning (page 10). The
section on half-giants and alignment on page 42 also starts out saying half-giants must choose
an alignment each morning, but in the same paragraph it also says a half-giant may change
alignment each morning, but change is not mandatory.
A. I will admit that there is a bit of a semantic trap in the rules governing the shifting
alignments of half-giants. While half-giants truly must choose an alignment each morning,
they are free to "choose" the same alignment they have been following. A change in
alignment is optional and occurs only when the DM and the player agree that the prevailing
circumstances make it possible. In other words, a player with a half-giant character should
consider what has happened to the character each day and decide if the character's alignment
should shift. If, for example, the predominately good party the character has been adventuring
with falls into a squabble over water or treasure, the DM and the player might decide it is time
to shift the half-giant's alignment toward the chaotic or evil end of the spectrum. Remember,
half-giants are inveterate imitators; they follow where their companions and neighbours lead,
but their alignments do not shift without reason.
Q. Exactly how long does a piece of land remain barren after a defiler turns it to ash?
A. Nothing will grow in the area for at least one full year, but it usually takes much more time
than that, perhaps decades, for the area to fully recover; some areas never recover (Rules
Book, page 61). Exact recovery time is up to the DM.
Q. On the experience table (Rules Book, page 63), do fighters get 10 XP per level, per hit die,
per creature, per battle, or per their own level for opponents defeated? What do thieves get?
A. All characters get experience for defeating opponents according to the rules in the DMG,
pages 46-47. When a fighter single-handedly defeats an opponent, the DM might decide to
award extra experience under the Individual Experience Awards optional rule (DMG, page
48). The award for fighters is 10 XP times the defeated opponent's level or hit dice, times the
fighter's level. The award for bards is only 5 XP times the defeated opponent's level or hit
dice.
A. This depends on the individual roads construction and present condition. I suggest you use
the terrain modifier for the prevailing terrain x ½, with a minimum cost of 1. For example,
using a road to traverse stony barrens is 1; using a road to cross salt flats also is 1, as the
surface on any road on Athas is not going to be much smoother than a salt flat. Note that you
can not get lost while travelling on a road (even if you are not exactly sure where you are
going).
A. This is up to the DM, but I recommend that a well-fed, food-producing, domestic kank
secrete no more than one glob each day. Note that not all kanks are food producers. The rules
do not give ratios, but I suggest that only half of any group of kanks be food producers. Of the
remainder, one will be the brood queen and the rest will be soldiers, none of which produce
honey. Note also that brooding kanks produce honey for their offspring, and the young kanks
will eat a substantial portion of the honey, say 20-60%, before characters can harvest it.
Characters who try to keep the young kanks from the honey are likely to have a fight on their
hands, the domestic kank's reputation for docility notwithstanding.
Q. I am formulating plans to have my spelljamming group touch down on Athas. How would
Athasians react to the appearance of a spelljammer? Would "normal" wizards cast preserver
or defiler magic?
A. As "Sage Advice" pointed out in issue #178, spelljammers cannot reach Athas. Exactly
why this is so is unrevealed, but the prevailing theory is that Athas is not located inside a
crystal sphere but on an alternate Prime Material plane where spelljamming devices do not
work. I suspect that wild spacefaring characters would not find Athas a welcoming place at
any rate. While common folk might not be any more suspicious of spacefarers than they are of
any other strangers, sorcerer kings are a different matter. Once these tyrants realize what
spelljamming is and what it can do, they are going to ruthlessly attack, not giving up until the
spacefarers flee the planet or are killed or enslaved (of course, such an attack could begin
disguised as a friendly overture). A single spelljamming ship, even at atmospheric speeds,
would be an invaluable fighting and exploration platform on Athas. No sorcerer-king would
allow one to exist unless it was firmly under his control. Since preserver magic uses the same
rules as "normal" magic, I think it is safe to assume that a plane-hopping wizard who finds
himself on Athas would have preserver spells. I suppose such a wizard could learn the local
"short-cuts" and become a defiler, but that is up to the DM.
Re-saging
I have received several letters about an answer that appeared in issue #175. AD&D® 2nd.
Edition game characters gain bonus proficiency slots if they have high intelligence scores, and
a reader asked if these bonus slots could be assigned to both weapon and non-weapon
proficiencies. I said I believed the extra slots can be assigned only to non-weapon
proficiencies. A number of readers have correctly pointed out that the Complete Fighter's
Handbook contains a passage that clearly states the extra slots can be assigned to both types
of proficiencies (page 58). However, when I answered the question, I assumed the reader who
asked it did not have the Complete Fighter's Handbook. Note that everything in the various
Complete Handbooks is strictly optional; generally speaking, I recommend that you do not
allow bonus proficiency slots to be used for weapon proficiencies. On the other hand, if you
have the Complete Fighter's Handbook and want to make full use of all the goodies therein,
you probably do want to let warriors use their bonus slots on weapon proficiencies. I strongly
recommend that you limit this ability to warriors only, unless you are prepared to deal with
1st-level wizards who want proficiency in eight weapons (or more than eight if you have got a
campaign set in the Dark Sun world). I have also recently received a letter regarding this
column in issue #167, in which I flatly said all spells of the Divination school were off-limits
to conjurers (wizards specializing in the Conjuration/Summoning school). I goofed. The
section on spell schools in the Player's Handbook (page 31, top of the third column) makes it
clear that first through fourth-level Divinations are available to all wizards. This gives
conjurers access to such vital spells as read magic.
Dragon #183 wrote:
Q. What exactly does a rope of entanglement do? Are victims automatically ensnared and
rendered helpless until freed or killed? Is an attack roll required? Does the victim get a saving
throw? What is the rope's maximum area of effect?
A. The current rules seem to leave the exact effects up in the air, as the description in the
AD&D Second Edition Dungeon Master's Guide (page 179) does not mention any game
effects at all. The AD&D First Edition DMG is not much more helpful, but it does include the
phase .entangle and tie fast. (page 153). It is pretty clear to me that the intent behind this item
is to allow the wielder to at least immobilize opponents and probably to restrict their attacks.
Judging from the description in the First Edition DMG, I am inclined to think that a rope of
entanglement prevents its victims from moving normally (i.e. no walking, running, jumping,
burrowing, or flying with wings) but does not prevent magical movement such as levitation or
fly spells. Humans and demi-humans who use their limbs to swim are immobilized and will
sink if ensnared in the rope; however, fish and similar creatures probably still could swim
through open water at half or two-thirds speed, as their streamlined bodies and tiny fins really
cannot be effectively tangled. On the other hand, even a fish or levitating creature can be held
in place if there are weeds or other suitable objects the rope can grab along with the victim.
For example, a wizard flying through a forest might be immobilized when the rope wraps him
up along with the branches of an oak tree. For purposes of game balance, I suggest that a
creature entwined in a rope of entanglement be allowed to make melee attacks at a -4 penalty,
but only against the rope or opponents who are directly adjacent to the entwined victim.
Missile attacks are generally not possible while entwined, but the DM might allow them under
special circumstances; a manticore's tail spikes might still be effective, for example, as might
a giant porcupine's quills. An entwined victim might manage to fire a loaded and cocked
crossbow that was already pointed at a target when the rope struck. Such attacks also should
suffer the same -4 penalty to attack rolls that melee attacks get. In any case, no attack rolls are
required to use this item. The wielder can direct the rope at any opponent within range (20'
horizontally and 10' vertically). The targets are automatically entwined in the rope, with no
saving throw allowed, provided they fit within the size limits specified in the item.s
description. Common sense suggests that the rope's "downward" range (the distance within
which it can be used if it is dropped from a height) could be more than 10', but probably not
more than 20'. Common sense also suggests that the rope cannot affect creatures in a total
area more than about 40' long by 5' deep (this is the distance a line of eight man-sized
creatures will occupy if they line up shoulder-to with enough space between to allow for
normal melee). In other words, the rope's maximum area of effect is 200 square feet, and its
maximum "length of effect" 40'. Note that I am assuming a rope of entanglement is 50. long,
as this is the "standard" length for a rope in the AD&D game and it seems to jive with the
rope's basic "capacity" of eight man-sized creatures (the "missing" 10' of the rope's length is
used up as it coils around its victims).
Q. Please clarify the effects of magic resistance in the following situations: 1) Someone casts
a wall of stone spell so that it falls on top of the magic-resistant creature; 2) A drow (an elven
race that has magic resistance and suffers various penalties in bright light) is enveloped in a
light or continual light spell; and 3) A magic resistant marine creature that breathes only water
finds itself within an airy water spell.
A. "Sage Advice" discussed magic resistance in issue #175 (page 76), but it seems to be time
to study the subject in more detail. Most of these answers are pretty straightforward; a little
common sense and a careful rereading of the magic resistance rules (PH, pages 102-103;
DMG, pages 66-67) should put these matters to rest. When adjudicating the effects, if any, of
magic resistance, the DM has to consider two factors. First, what type of magic is involved?
The rules make four distinctions: individually targeted spells, area effect spells, in-place
spells, and permanent spells. Second, does the "incoming" magic directly affect the magic
resistant creature, or is the effect on the creature merely a consequence of the magic being
there? Unfortunately, there are no hard and fast rules (beyond what is already printed in the
books) to decide which conditions apply. Here is my reasoning: 1) A wall of stone is a
permanent magical effect (its duration is so listed in the spell description). Furthermore,
magical "wall" spells are evocations, which directly bring forth or create their effects. When
the wall of stone falls on top of a magic resistant creature, or even if the creature tries to walk
through a stationary wall, the magical effect is acting directly on the creature. Magic
resistance applies; if the magic-resistance roll succeeds, the creature passes harmlessly
through the wall. Since the wall of stone is permanent, there is no effect on it; that is, the wall
is not dispelled or pierced with a hole that other creatures can pass through. 2) Light and
continual light spells are a little harder to figure out. Both are in place effects, operating
continuously in a particular place or on a particular item. However, continual light also is
permanent, and both spells can be cast directly against a creature to blind it. When used to
blind a creature, either of these spells is treated as an individually targeted effect, and magic
resistance applies. Since the caster is targeting a single creature only when trying to blind an
opponent with either spell, the effect is completely negated if the magic resistance roll
succeeds (as it is for any area-effect spell targeted solely at the magic-resistant creature).
However, an entirely different set of circumstances prevails when a magic resistant creature
moves into or otherwise finds itself inside either spells area of effect. Both spells are
alterations, magic that works a change on a creature, area, or object, and this change produces
the spells effects. In the case of light and continual light, these spells change an area or object
so that it emits light. One explanation of how this works is that the atoms in the area of effect
are excited so that they emit visible light. The light has a central focus (so the light can be
hidden by an opaque container), but it is the target object or area that emits the light, not the
spell. Since the magic affects the area and not the creature, magic resistance does not apply
(the light is a consequence of the spell). The same holds true for the reverse of these spells; a
creature might be very badly affected by darkness or continual darkness, but, since the magic
does not directly affect the creature, magic resistance is irrelevant. 3) Airy water also is an in-
place spell, but it is also an alteration that affects an area, not the creatures within the area.
A. First, I (Skip Williams) do write "Sage Advice". Of course, I get lots of help, but
ultimately I put fingers to keyboard and am responsible for what appears here. Regarding
"combining" multi-classed abilities: The word "combine", as used on page 45 of the PH, is
meant to convey the fact that the character can freely use his abilities during a single
encounter or adventure without penalty, as opposed to dual-classed characters, who can suffer
experience penalties if they fall back on their old class abilities too soon. It is not meant to
convey that a multi-classed character can use abilities from two or more classes
simultaneously. Regarding fighter/thief back stabs: The TSR house ruling, not the "Skip"
ruling, on this matter is that the character must use his thief THAC0. You have quoted page
45 accurately, but the rules contradict themselves here. Two of a fighter's most important
"abilities" are unrestricted weapon and armour use, and these are severely curtailed in several
multi-classed combinations: fighter/wizards are prohibited from wearing most metal armour,
fighter/clerics cannot use edged weapons, and fighter/thieves cannot wear metal armour
without reductions to thief abilities. This is hardly unrestricted use of fighter abilities. The
TSR staff's concern here is for game balance. The thief's back stab ability can do pretty darn
hefty damage, and generally it is best for the campaign if a back stab attempt fails once in
awhile. Still, the letter of the rules supports your view. So does game logic; if thieves
carefully study anatomy and learn to place their attacks so as to inflict maximum damage, it
stands to reason that fighter abilities might allow them to hit an opponent's "soft spots" more
easily. This particular conundrum will not be officially cleared up until that far-off day when
an AD&D 3rd Edition comes out. Until then, I suggest you either follow the advice given in
issue #169 or allow fighter/thieves to use their fighter THAC0 when backstabbing, but only
with the standard +2 rear attack bonus. For purposes of game balance, the +4 bonus and
fighter THAC0 is just too tough a combination for the campaign's bad-guy NPCs to
withstand. From the standpoint of game logic, the training in precise blows a thief learns
while perfecting the back stab (a highly favourable situation for the attacker) overlaps the
fighter's generally superior training in the use of weapons in all situations. Regarding cloaks
of displacement and magic missiles: I stand by my answer in issue #179. A magic missile is a
spell attack (the number of times the word "missile" appears in the spell description
notwithstanding) that always hits, displaced target or no. A displaced creature is neither
invisible nor replaced by an illusory double. The cloak distorts other creatures' visual
perceptions of the wearer's location. A wizard may very well be "aiming at empty air" when
casting magic missiles at a displaced creature, but the spell compensates for the error and hits
anyway. The spell description does require that the caster see the target, and a displaced
creature is still visible, even if the viewer is not sure exactly where the creature is. The
situation is analogous to what happens when you look at an object underwater from above the
surface. The physical refraction (bending) of light as it passes from air to water makes the
object appear to be in a different place. In the case of a displaced creature, the margin of error
is 1-2". In either case, the viewer sees the object. The visual distortion caused by a cloak of
displacement does not make the cloaks wearer immune to spells. For example, charm person
and charm monster spells also cannot affect objects, but when cast at a displaced creature
these spells do not dissipate into "empty air". The displaced target gets a +2 saving throw
bonus but still is vulnerable to the spell cast at him. As an aside, a colleague of mine at TSR
also considered my reply on this question in issue #179, and his comment was that I was
being too generous when I suggested that a cloak of displacement might grant a save against
magic missiles. In his view, a cloak of displacement has no effect on magic missiles at all.
TSR's Jon Pickens did point out, however, that the cloaks saving throw bonus would be
cumulative with a scarab of protection, which does grant a save versus spells such as magic
missile, which normally allow no save. Regarding polymorphing the tarrasque into a bunny:
The victim of a polymorph other spell is stuck with the natural armour class of the new form;
I goofed on this one. Nevertheless, the tarrasque is legendarily tough and keeps its armour
class even when polymorphed into a bunny, amoeba, or anything else that does not have an
armour class better than -3. The point I was trying to make in issue #180 is that the tarrasque
is a near-deity-class creature that is all but invulnerable in any form. Note that regeneration is
not dependent on a creature.s outer form and any naturally regenerating creature.whether a
tarrasque, troll, vampire, or whatever. still regenerates when polymorphed. Other forms of the
tarrasque's special defences, including immunity to heat and fire, and returning to life unless
reduced to -30 hit points and wished dead, remain when it is in bunny form. However, I forgot
to mention in issue #180 that the tarrasque's ability to reflect beams and rays specifically
depends on the creature.s carapace, and this ability disappears if the creature is in "bunny
form". Regarding the tarrasque's teeth of sharpness: There are two things you obviously have
not seen: the size and sharpness of a large rabbit's front incisors, which can do nasty things to
errant fingers, and the movie Monty Python and the Holy Grail, in which a vorpal bunny
wreaks havoc on King Arthur and his knights. The movie is not part of the game, but I could
not help thinking of the vorpal bunny scene when I was writing the column. You have a good
point in that bunny teeth really are not the limb-severing type. Still, the tarrasque is a power
unto itself. I encourage DMs to ride hard on any group of PCs foolish enough to tackle the
tarrasque, and limb-severing tarrasque/bunny bites are fine with me so long as they are fine
with the DM. Regarding "Sage Advice" and what it is really all about: relax. This column is
not the tip of an insidious conspiracy to change the face of the AD&D game. It is a place
where a harried DM or player can go to get advice on how to muddle through the tough spots
so the game can go on. If getting everybody to agree on what rules to use is a tough situation
for you, "Sage Advice" is as good a court of final appeal as you are likely to find. But I am
just a regular guy doing a job here, not the keeper of the canon. In fact, the closest thing to
canon in the AD&D game is David "Zeb" Cooks simple statement: "If you do not know the
answer, make it up". I think the rules are vital in making campaigns believable and playable,
which is what they must be if the game is to be enjoyable. Fun is what gaming is all about.
When writing my answers, I try to avoid making simple rules interpretations and instead try to
explain how I arrive at the answers. I hope long-time readers of "Sage Advice" are using the
information presented here to figure things out for themselves and keep their games running
smoothly. The next time you reach for this column to settle an argument, first try to follow the
advice I gave regarding rules disputes in issue #181, then look at the column. You will have a
much better time playing the game if you develop your own feel for the way it works.
Dragon #184 wrote:
Q. Does the wizard spell project image allow the caster to extend the range of his spells? If
not, what good is it? What happens when the caster wants to change a projected image's
relation to himself? In other words, if the image is facing in the same direction as the caster,
what does the caster have to do to make the image face to his left? What happens to the image
after the relationship shifts?
A. The text in the spell description (Player's Handbook, pages 180-181) does say that the
image duplicates all the caster's actions, including spell-casting. That does not really make the
spell's effect on spell-casting very clear, but the spells description in the First Edition PHB
(page 85) includes this line: "A special channel exists between the image of the magician and
the actual magician, so spells cast actually originate from the image". I do not think the
Second Edition team left out that line to strip the project image spell of this property. As
people on the GEnie computer network have pointed out, the spell does very little to deserve
its sixth-level power ranking without this ability. Running the spell this way does, however,
force the DM to consider what happens to touch-delivered spells and spells that affect only
the caster. I suggest that touch-delivered spells originate at the image, which the caster can
then use to "attack" targets within his own movement limits. I also suggest that all spells with
a purely personal effect (range 0, or area of effect limited to the caster) take effect only upon
the caster; assume that such effects stay with the caster and do not "flow" through the channel.
Note that project image extends a spell's range only indirectly by virtue of the fact that most
spells originate from the image and not from the caster. Likewise, clever casters might use
project image to cast spells around corners or into areas where they would rather not be. The
caster is free to change the image's facing relative to himself just by concentrating for one
round, which limits the caster to half movement and no attacks. Once the relationship
changes, the image goes right on duplicating all the caster's actions, all the way down to spell-
casting.
Q. My friends and I have been trying to find the rules for adjusting initiative rolls in the
AD&D Second Edition game according to the character's dexterity score (reaction
adjustment). However, there is no mention of dexterity in the Standard Modifiers to Initiative
table or in any of the optional initiative rules.
A. You cannot find any mention of the effects of dexterity on initiative in the AD&D Second
Edition game because there is not any, and there were not any in the AD&D First Edition
game either. Raw reflexes can affect surprise, but their only effect on combat is to adjust
armour class. The AD&D game's one minute combat rounds make individual quickness much
less important than the character's defensive value and general class of actions; that is why
things like weapon speed factors and spell-casting times do affect initiative. Of course, DMs
are free to add their own house rules incorporating reaction modifiers. The simplest way is to
just subtract the modifier from the die roll. If you do this, I strongly suggest the DM take a
long look at the monsters that populate the campaign and assign a reaction modifiers to some
of the quicker beasts; otherwise, the PCs are going to win initiative far too often.
Q. Many of the thief kits in the Complete Thief's Handbook require or recommend the Gather
Intelligence non-weapon proficiency. I cannot find this skill listed anywhere.
A. Boy, are you ever misreading this devotion's description! First, while it is fine to assume
that a creature automatically steps into a door created beneath it, it does not have to be so. The
DM is free to allow the creature a save to avoid "falling in", or the DM can decide that a
creature never falls in and is just displaced onto safe ground instead. Second, there is nothing
in the description that suggests creatures passing through the door suffer damage of any kind,
Any creature entering one door automatically appears at the other one, and vice versa. This
movement is instantaneous and interdimensional. This is not the same as falling or running an
equivalent distance; the creature does not gain any velocity or kinetic energy, it appears at the
other door just as if it used a teleport or dimension door spell to go from one door to the other.
Note that a creature falling 60. into one door probably will suffer 6d6 hit points of damage
when coming out the other door, as the dimension between the doors does not reduce kinetic
energy or velocity any more that it increases it. Note also that one of the two doors the
psionicist creates appears in front of the psionicist (the description does not say how close, but
I suggest from 1" to 5' at the psionicist's option), and one pretty much wherever the psionicist
wants it. This means that if the psionicist wants to create a door immediately underneath a
foe, he had better be ready for a fight.
A. Actually, there are several psychokinetic powers that do not require telekinesis: animate
shadow, control light, control sound, molecular agitation, soften, and, of course, telekinesis.
This is an official piece of errata that was included with the Dark Sun boxed set. For a free
copy of the CPH errata sheet, send a self-addressed, stamped envelope to: Steve Winter, c/o
TSR, Incorporated, P.O. Box 756, Lake Geneva WI 53147, USA. Even so, if psychokinesis is
not your character's primary discipline, it is pretty rough to add telekinesis to your psionicist's
bag of tricks. This difficulty is not limited to psychokinesis. Since you can never have as
many sciences or devotions in a secondary discipline as in the primary discipline, the
additional science earned at 3rd level must be in the primary discipline, no matter what the
primary is. This is deliberate. Learning psionic powers is an orderly process that does not
allow the character to jump willy-nilly between disciplines. That.s why psionicists must be
lawful. No psionicist has the mental wherewithal to become a dilettante. Psionicists are not
meant to plunge head-long into new devotions, they explore them slowly and deliberately.
Q. What happens if a character with a wild talent decides to become a psionicist? Does he add
all his PSPs together? Do his wild talents count as prerequisites for new powers? Do wild
talents count toward the characters limits on disciplines, devotions, and sciences?
A. All the rules on dual-classed characters in the PHB, page 45, apply. The character
temporarily sets aside his wild talents and sets out to study how psychic powers really work.
(Note that most DMs probably would not make a character set aside wild talents if the dual-
classed character was picking up any other class except psionicist, since wild talents have
nothing to do with any character class, but this is a special case.) The character gains a
separate pool of wild-talent PSPs and powers, and he cannot use powers or PSPs from this
pool without giving up experience as described in the PHB. The wild talents do not affect the
types of psionic powers the character can learn; they are locked away in a separate part of the
character's mind, just like all the other class abilities the character has chosen to ignore for the
moment. As soon as the character's psionicist level exceeds his old character-class level, he
theoretically has access to his old character abilities and wild talents. However, he also still
must abide by all the restrictions of the psionicist class. The simplest way to handle this is just
to assume that the character has a few rogue powers and a pool of PSPs to support them. Such
powers would never count against the numerical limits on the psionicist's powers or be used
as prerequisites for other powers. However, the DM might allow the character to integrate his
wild talents into his list of psionicist powers. This should not be a problem if the character
does not exceed the number of disciplines he normally is allowed, and if he does not exceed
the number of different kinds of sciences and devotions he can have within those disciplines.
That is, the character can have "bonus" sciences and devotions but not extra disciplines, and
the total number of devotions and sciences he has in his primary discipline still sets a limit on
the number of sciences and devotions he can have outside the primary discipline (the primary
discipline is the first discipline chosen when the character is a 1st-level psionicist). Proper
play balance requires that the character.s total number of disciplines remain unchanged and
that the ratio between powers inside and outside the primary discipline be maintained. The
effects of lifting these limits would be something like letting wizards and priests choose their
daily spells as they need them instead of studying or praying for them in advance. The
character should be able to make free use (for purposes of prerequisites, PSP expenditure, and
otherwise) of any power that does not violate the limits. For example, a character with a mind
bar wild talent could choose telepathy as his primary discipline and have free access to the
power, since Mind Bar is a telepathic devotion. The total number of devotions within a
primary discipline is limited only by the psionicist's level. In this case, mind bar is a "bonus"
power. Powers that exceed the limits must remain separate; for example, a character whose
primary discipline is psychometabolism might not have "room" for mind bar, since the
number of non-psychometabolic devotions he can have is limited to at least one less than the
number of psychometabolic devotions he has. So long as the character has even one excess
power, his wild talent PSPs can be expended only to establish and maintain wild talents (and
PSPs gained from the character's psionicist level cannot be spent on such rogue powers). If
the character has a power both as a wild talent and as a psionicist's power, he should be
allowed to merge the two and gain a point on his power score. Likewise, if the character
manages to fit all his wild talents into his limits, he should be allowed to add his wild-talent
PSPs to his psionicist total. The easiest way for the character to do this would be to choose a
primary discipline that includes his wild-talent powers.
Q. The text and illustrations in the Arms and Equipment Guide identify a morning star as a
kind of club with a spiked head. I always thought a morning star was one or more balls
attached to a short handle by a chain or chains, but the Arms and Equipment Guide describes
that kind of weapon as a flail. Also, where is the mace entry on the Master Weapons Chart?
A. In both versions of the AD&D game, a morning star is a big club with a spiked or ridged
head, something like a hardwood baseball bat with a lot of large nails driven into the business
end. That also is the definition given in every reputable treatise on medieval weapons I have
ever read. A flail, in the AD&D game and anywhere else where an accurate nomenclature of
medieval weapons is used, is a weapon with the business end separated from the handle by a
chain or other flexible joint. The ball, chain, and short-handle version is called a horseman's
flail in the AD&D game. Another common form of flail is a long handle with a big club
attached to the end by a very short length of chain; this is called a footman's flail in the ADD
game. Flails of all kinds are the direct descendants of agricultural flails used to thresh grain;
before the Industrial Revolution, the only way to separate grains of wheat, oats, rice, et cetera.
from their stalks was to pile up the harvested plants and literally beat (thresh) them. The extra
"snap" provided by the flails jointed head allowed the farmer to hit the pile of grain with more
force and get the job done faster. Both morning stars and flails were mainstays of the common
folks weaponry because they were easy to make and use. No commoner, certainly no farmer,
would ever mistake one for the other. I personally have never seen a flail improperly
identified as a morning star in print, but I have met a lot of people who apparently have. I
have also met people who confuse flails for maces, probably because they both can have
round heads studded with spikes. If using an alternate nomenclature for medieval weapons
makes you happy, fine, but when you are playing the AD&D game use the game
nomenclature to avoid confusion. [Webster's Third New International Dictionary
(Unabridged, 1986) describes a morning star as "a weapon consisting of a heavy ball set with
spikes and either attached to a staff or suspended from one by a chain-called also holy-water
sprinkler" (page 1471). "Holy water sprinkler" is used as an alternate name for the morning
star in both the First Edition PHB (page 37) and AEG (pages 82-83). Obviously, some
confusion on this matter exists even among authorities , Editor] [Do not depend on the
dictionary for definitive information on game topics. Dictionaries and encyclopaedias are fine
places to start looking, but the people who compile them are unlikely to be experts on
medieval weapons, and they certainly are not experts on the AD&D game , Sage]. The two
forms of mace, horseman's and footman's, do not appear on the AEG's Master Weapons Chart
(page 108). The typo monster strikes again. The statistics for the two types of maces presented
in the PHB, page 68, are correct.
Q. In the Ravenloft setting, will a paladin or good cleric lose his special class abilities if he
fails a Ravenloft powers check? If a resurrection or raise dead spell fails and instead turns the
target into an undead, would the spell-caster have to make a powers check? If so, why? Is
casting one of these spells not a good act? Is there any way to remove the stages and effects of
failed powers checks?
A. First, take another look at the altered spell descriptions for raise dead (Realm of Terror,
page 44) and resurrection (RT, page 45), and you.ll find that each of these spells requires a
powers check if they succeed or not. Bringing the dead back to life sends ripples through the
"Demi-plane of Dread". No matter what the spell caster's intention, plucking a being out of
the afterlife and returning him to the lands of the living is an event that the powers of
Ravenloft always find interesting. It is true that powers checks are intended to start evil PCs
down the road to ruin, but anyone who tampers with fate or with other basic forces in the
multiverse while adventuring in Ravenloft takes the same risk. When a character first fails a
powers check, the powers of Ravenloft essentially invite the PC to become one of their own
"part of the furniture", as TSR's Jon Pickens puts it. A stage-one failure is a subtle enticement
that should not give the PC any obvious clues about what.s really going on. When paladin or
cleric abilities disappear, the character is getting a strong clue that he has started down the
wrong path. Also, as you point out, you can fail a powers check by doing things that would be
considered good deeds anywhere else. Since powers checks are intended to punish players
who wander off the straight-and-narrow path of heroic fantasy, play balance and overall
campaign health dictates that the DM allow characters to redeem themselves once they have
gone astray. For the moment, DMs are on their own when deciding how and when a character
properly atones. However the upcoming Forbidden Lore boxed set, available in November
and previewed in Polyhedron Newszine #74, has extensive new material on powers checks.
Here are some suggestions until something better comes along: At the minimum, a character
who wishes to reverse the results of a failed check should act scrupulously good. If the
character has taken any special vows or represents a particular system of beliefs (a paladin,
for example), his new behaviour must absolutely embody the tenets of his sect or order.
Furthermore, the character should avoid making use of the rewards and enticements a failed
check brings. It might be hard to avoid using a +1 saving-throw bonus, but in such cases I
suggest the DM allow it, especially if the character role-plays the attempt to give up the bonus
("Yeah, I know Bruce Bonecruncher gained a +1 bonus on fear checks after wrecking that
altar, but he really looks long and hard at the swarm of killer bees just to be sure he has the
gumption to stand up to them"). Of course, an atonement and a suitable quest should reduce or
remove the effects of a failed powers check. So might a simple remove curse, especially if the
character has left the demi-plane or has spent some time actively resisting the powers. For a
stage one failure, I suggest one month as the minimum period of atonement.
Q. Page 46 of the Complete Wizard's Handbook says a starting witch character has 1,500 gold
pieces worth of magical items, but the rules do not give gold-piece equivalents for magical
items. Is it supposed to say 1,500 experience points? Even if it does, you cannot choose from
many items, as most rods, staves, wands, and miscellaneous magical items are worth more
than 1,500 experience points.
A. This is a design/editorial error, as the core rules for the AD&D 2nd Edition game do not
list any monetary values for magical items. The upcoming Magical Encyclopedia does list a
gold-piece value for just about every item ever created in the AD&D game (volume one, of
two, will be available this fall). Gold-piece values, however, are even higher than experience
values, and a starting witch probably could afford to "buy" only a single cursed item or a
useful potion or two. This is because the witch is supposed to have an old item or two just left
laying around from the old days, not so that she can have a leg up on everybody else in the
magical-treasure department. As a rule of thumb, an item's monetary value is three to seven
times its experience point value (usually five times), and most cursed items usually are worth
100 gold pieces (for potions) to 1,000 gold pieces (for miscellaneous magic).
Q. The descriptions of both the Dwarf Runes and Endurance non-weapon proficiencies in the
Complete Book of Dwarves say that all dwarf characters get them at no cost. Yet the Non-
weapon Proficiency Groups section on page 39 lists the cost of both as one slot. Which is
correct?
A. Both are. Dwarves get these non-weapon proficiencies for free but must .spend. a slot to
improve them (PH, page 55); non-dwarves can obtain both these proficiencies at the listed
cost of one slot each.
Q. While reading the Tome of Magic, this question occurred to me: If wild mages cannot
specialise in any school except wild magic, and if only wild mages can cast wild-magic spells,
why are all the wild-magic spells put into schools other than wild magic?
A. First, wild magic is not a school; it is a chaotic magical force and a method of studying
magic that capitalizes on that chaos. As the TOM points out (page 5), wild mages are not true
specialist wizards, but their unusual approach to magic gives them many of the same benefits
that specialist wizards get. As unpredictable as wild magic is, it still functions within the
school framework. That is, wild-magic spells serve to alter, summon, block, et cetera. just
like other spells in the game do. Note that priest spells are not arranged into schools, either,
but each spell still is assigned a school that helps define how and why it works. Various game
mechanics that make use of spell schools work normally in regard to priest and wild-magic
spells. For example, a detect magic spell can be used to determine a spell.s school, which in
turn reveals clues about what the spell is doing and how it might affect an adventure.
Likewise, a specialist wizard who receives a bonus or penalty to saving throws against spells
of a particular school gets that bonus or penalty even if the spell in question is a wild magic
spell or priest spell.
Dragon #185 wrote:
Q. The alertness proficiency from the Complete Thief's Handbook reduces the chance of being
surprised by "1-in-6", but the rules in the Player's Handbook use a 10-sided die for initiative
and surprise. Also, when do you check this proficiency?
A. The AD&D Second Edition game does use a ten-sided die for initiative and surprise. The
"1-in-6" reference is an error. As I understand it, the Complete Thief's Handbook and other
early books in the Complete Handbook series were written before the new PHB was released,
so it was very hard for the authors and editors not to think in AD&D First Edition game terms
while doing their work. Alertness grants the character a +1 bonus on surprise rolls (in the
current game, an adjusted roll of 1-3 on a 1d10 indicates surprise). The Complete Thief's
Handbook leaves the DM on his own when it comes to deciding when to make alertness
proficiency checks. I think the most sensible method is to have the character make the check
immediately before any surprise roll. Another workable method would be to allow a character
to check once every turn (10 minutes) or hour. The +1 bonus for a successful proficiency
check would apply to all surprise rolls made within that time.
Q. Pages 77-78 of the Complete Fighter's Handbook state that only single-classed warriors
can specialise in punching, wrestling, and martial arts at the same time. However, an earlier
"Sage Advice" column said that warriors can specialise only once ever, changing the rule in
the Player's Handbook, page 52. What gives?
A. "Sage Advice" does not change the rules. The text in the PHB, page 52, has been changed
so that single-classed warriors can get only one weapon specialisation. "Sage Advice" just
passed along the errata to you, the reader. If you reread the rules on punching, wrestling, and
martial arts specialization in the Complete Fighter's Handbook, you will find that these
"specializations" do not count as weapon specialisations. Single-classed warriors are free to
take as many of them as they have non-weapon proficiency slots to spend on them. Dual-
classed or multi-classed warriors can choose one style specialisation and one unarmed
specialisation: punching, wrestling, or martial arts, assuming they have the proficiency slots to
spend on them. The terminology is confusing, but these four types of "specialisations" are not
weapon specialisations, per se.
Q. Page 12 of the Complete Bard's Handbook says bards receive lesser penalties for wearing
heavy armour because they are accustomed to wearing such armour while thieves are not. I
must take exception to this. To my mind, multi-classed fighter/thieves are just as
"accustomed" to heavy armour as are bards. The reduced penalties should apply to both types
of characters or to neither. I would say to neither, since only dexterity should mitigate the
noise, stiffness, and bulk of these types of armour and the PHB already allows for dexterity
adjustments.
A. As "Sage Advice" has pointed out before, the Complete Handbooks contain optional rules
for altering your campaign's scope and focus. Do not waste time taking exception to anything
you find in them, just do not use the rules you dislike. As always, you will have to use
common sense when picking and choosing rules, but you never have to use all the rules in a
"Complete Handbook"! I think you can still get pretty good use out of the Complete Bard's
Handbook even if you do not allow bards reduced penalties for wearing armour. I think you
have really opened a can of worms by suggesting that fighter/thieves might be entitled to the
reduced armour penalties in the the Complete Bard's Handbook, even if you immediately
reject the idea yourself. I suppose that it is not much of a leap to extend this benefit to multi-
classed fighter/thieves once a DM decides his campaign's play balance is not going to fly out
the window if he allows bards the reduced penalties. Why stop at just multi-classed
fighter/thieves? After all, dual-classed fighter/thieves know even more about armour and how
to function when wearing it than any other kind of thief. they have had training as pure
fighters. Then again, what about thief kits like the adventurer, bandit, bounty hunter, scout,
and thug? Thieves with these kits.especially thugs-can expect combat and probably learn
something about armour, too. There are two big reasons the Complete Bard's Handbook
suggests reduced thieving penalties for heavy armour. First, bards in the AD&D Second
Edition game are true dilettantes, jacks of all trades. This generalisation goes beyond what
multi-classed and dual-classed characters do. Bards do not learn a whole lot about anything,
but they learn a little bit about everything, and this makes them intrinsically more adaptable
than dual- or multi-classed characters. Second, the Complete Bard's Handbook is specifically
designed to give bards a boost. It is for DMs who want to run all-bard campaigns or at least
want to encourage more players to choose bards. Many bard advocates complain, perhaps
rightly, that the core rules for bards in the AD&D Second Edition game produce weak,
unplayable characters. Certainly, a multi-classed fighter/thief has access to more thief skills
and fighter weapons than a bard has. The fighter/thief probably also has a better THAC0 as
well. Many people think that a bards few spells and special abilities hardly make up for all
this. The reduced armour penalties attempt to redress this.
Q. Can the Psychometabolic science energy containment be maintained? If not, does not this
mean the wielder must not only anticipate an energy attack but also win initiative so the
power is "up" when the attack arrives?
A. The power cannot be maintained. The psionicist gets to use this power whenever he is
subjected to an energy attack, as long as he has not already used his one power for that round.
This is true even if the psionicist is ambushed, surprised, or loses initiative. However, if the
psionicist initiates this power he cannot use other powers that round, and if an enemy sneaks
in an energy attack during a round when the psionicist has initiated another power the
psionicist will be vulnerable.
Q. If the telepathic devotion id insinuation is used against a contacted mind, the victim can do
nothing for 1d4 rounds. Does the victim get a saving throw? If the power works, how passive
is the victim? Will he let somebody walk up and cut his throat?
A. A successful attack with id insinuation makes the victim completely helpless, but not
passive, for 1d4 rounds. The victim is in turmoil-thrashing about, foaming at the mouth,
snarling, writhing, but unable to take any conscious action. A successful attack roll is required
to attack a victim of an id insinuation attack. There is no saving throw versus id insinuation,
though the DM can assign one if he wishes. Note also that a mind must be open to contact
before id insinuation can work. If the target is a psionicist, the attacker must first establish
three tangents through psionic combat (see CPHB, chapter two). Although contact is not listed
as the initial cost for id insinuation, a psionicist attacking a non-psionicist must first
successfully use contact against the target. So, attacking a non-psionicist with id insinuation
requires two rounds and enough extra PSPs to use contact at least once and to maintain it
during the round when the id insinuation is used. Note that none of the five attack modes (id
insinuation, ego whip, psychic crush, mind thrust, and psionic blast) list contact as their initial
cost. Nevertheless, the psionicist must establish contact though psychic combat or the contact
power before they can be used.
A. DMs should feel free to create new psionic powers and to allow their players to do the
same. However, any DM brave enough to do this is on his own. I would suggest studying the
rules for creating new spells in the DMG (pages 43-44). I suggest you allow only psionicists
to research new powers; characters with wild talents have insufficient knowledge even to
attempt research. The psionicist needs a laboratory just as a wizard or priest does. The actual
cost of developing a new power probably should range from 100 to 9,000 gold pieces, just as
it does for a spell, but the DM will have to set the cost. Beyond this, deciding what to accept
as a new psionic power involves the same process of analysis and individual judgement that
introducing a new spell does. When working with spells, you limit power and player abuse by
assigning spell levels, components, and sometimes side effects to the caster. When dealing
with psionic powers, you assign PSP costs for establishment and maintenance, prerequisites,
power scores, possibly limitations on the number of times the power can be used, and the
possibility of catastrophic failure (those neat things that plague the character when the power
check roll is a natural 20). Generally, it is best to decide what discipline the proposed power
will fall under, then compare its suggested effects with other powers in the discipline to
decide whether it will be a devotion or a science, more potent powers should be classed as
sciences. Likewise, the more "oomph" the power has, the worse (lower) its power score
should be. Again, use other powers as a guideline. In the end, the DM must use his own
judgement; pay particular attention to the "Analyzing a Spell" section on page 43 of the
DMG, and be prepared to do some troubleshooting.
Q. Are the psionic powers listed in the Complete Psionics Handbook's "Monstrous Update"
section in addition to the abilities listed in the various creatures' Monstrous Compendium
entries, or do they replace those powers?
A. These are additional psionic powers that are to be added for psionic campaigns.
Q. I have a PC psionicist in my campaign who uses ectoplasmic form whenever things start
going wrong for him in a battle. He boasts he can just walk away from the fight. He says if he
cannot hit anything, then nothing can hit him! Cannot some magical weapons or creatures hit
him?
A. The DM has to decide what can hit characters in ectoplasmic form. The DM could say that
all attacks can hit the character.just because ectoplasmic characters can pass through walls
does not necessarily mean that physical attacks can.t disrupt the form and inflict damage;
there is a big difference between passing through a stationary object and having somebody
wiggle a sword around inside your ribs. However, this is an extreme view. The intent of this
power was to be the same as the ethereality of a ghost, complete intangibility to the material
world. The ectoplasmic character is immune to physical attacks by normal weapons and
creatures. Enchanted weapons, ethereal creatures, or creatures who themselves are hit only by
+1 or better magical weapons might be able to hit the creature if the DM so rules. I would
allow +1 weapons and creatures hit only by magical weapons to do half damage, and
enchanted weapons with a +2 bonus or higher and ethereal creatures to do full damage.
Energy attacks (particularly cold-based attacks), gaze weapons ("Oh, there.s a medusa, I
wonder what ectoplasmic stone looks like?"), and spells and psionic attacks that affect the
mind still pose a danger to the ectoplasmic character. Also remember that a full round of
uninterrupted preparation is necessary to use this power. The character.s fellow PCs also can
deal with the character when he finally assumes normal form ("Darn it! George went
ectoplasmic in the middle of battle and left us again. No treasure for him this trip!").
A. A psionicist can maintain a previously initiated power no matter what else he does in a
round, provided that he has the PSPs to pay the maintenance cost, and provided that the power
in question can be maintained. Once a power is "switched on", maintaining that power does
not require concentration and does not count as an action for the psionicist. Maintaining a
power does not interfere with combat, spell casting, initiating a new psionic power, or other
activities. Of course, if the psionicist loses consciousness or dies, he cannot continue to
maintain a power. Spell casting and initiating a new power are mutually exclusive.a character
can do one or the other, not both, in a single round, except that the psionicist always can
initiate a defence mode and use another psionic power or cast a spell. Concentrating on a spell
to extend its duration counts as an action. Psionic powers can be maintained while
concentrating on a spell, but new powers cannot be initiated. Obviously, some maintained
powers do require concentration as well as PSP expenditure. For example, the telepathic
devotion ESP allows the user to read minds. While the rules (CPHB, page 14) allow the
power to be maintained without effort, common sense suggests that actually reading a mind
would keep the psionicist occupied. If he does something else (such as launch an attack), he
still can maintain the power but reads no thoughts that round. It might be helpful to think of
psionic powers that can be maintained as long-lasting or slow-acting effects. Powers such as
mind over body last a long time, just as a shield spell does; once activated, this power works
on its own, so long as PSPs are expended to keep it running. Powers such as molecular
manipulation are slow acting, like a heat metal spell; once initiated this power takes time
before it finally works, but it requires nothing of the user except PSP expenditure.
Q. When a character fails a system shock roll in a campaign that uses the "Hovering on
Death's Door" optional rule (DMG, page 75), do his hit points fall to zero? Do they fall to
-10? Or, do they fall somewhere between? What happens when a regenerating creature fails a
system shock roll? Do regenerating creatures have to make system shock rolls? By the way, is
regeneration a magical ability? Can an anti-magic shell cancel it?
A. System shock failure means death, whatever that means in the campaign. If you use the
"Deaths Door" optional rule, system shock failure places the victim at -10 hit points (or lower,
at the DM's option). Generally, only attacks that destroy all the cells in a creature's body (such
as fire, acid, or disintegration) can prevent regeneration. While a regenerating creature is
subject to system shock rolls, regeneration will eventually rebuild the "shocked" system and
restore the creature. A regenerating creature also eventually will recover from the effects of
disease and poison. In all these cases, the DM should assign a hit point value to the condition
to see how long it takes the creature to regenerate back to full health and vigour. "Natural"
regeneration, such as that found in trolls, is not magical and is not subject to dispel magic or
anti-magic shells. It is, however, innate and independent of the creature's form. Magical
regeneration, such as from a ring of regeneration, is affected by dispel magic or anti-magic
shells. The DM will have to decide exactly what the results are when this happens. For
example, a successful dispel magic can shut down an item like a ring of regeneration for 1d4
rounds. Since the ring restores one hit point every turn (10 rounds), the DM will have to
decide what effect this interruption will have on the ring-bearing creature. The simplest
solution is to delay the regenerated hit point until the ring actually has operated a full,
uninterrupted 10 rounds.
Q. Could an adventuring party with both a portable hole and a bag of holding not escape from
the Ravenloft setting? According to the DMG, page 177, if the bag is placed inside the hole, a
rift to the Astral plane is opened. If the hole is placed in the bag, a portal opens that sucks the
items and anything inside them into another plane. A clever party should be able to arrange
things so that they pass through the rift or portal when it opens. Likewise, a prismatic sphere
or prismatic wall also could provide an exit from the Demi-plane of Dread. All you would
have to do is cast it and negate the first six layers. The seventh layer, violet, sends you to
another plane if you fail a save. What is to keep characters from voluntarily failing a save and
escaping, albeit to a random location?
A. Involuntary or consequential plane shifts in the Ravenloft setting do not allow escape; they
just teleport the subject to a random location in the Ravenloft world. The creature is flung into
the mists, and re-enters the Demi-plane of Dread when it emerges. This is similar to what
happens when a holy word or dismissal spell is used on a non-resident. If a portable hole
interacts with a bag of holding, both items are lost; they are sucked into the mists and
disappear forever, or they are destroyed outright.
Q. If two astral travellers from different Prime Material planes encounter a colour pool (from
The Manual of the Planes) to an alternate Prime Material plane do they perceive it as the same
colour? If the colour pool leads to one traveller's home plane, how does each character
perceive it? A pool leading to a home plane would have the traveller's silver cord coming out
of it, but what if there is no cord present? If a character arrived on the Astral plane via a rift
created by a portable hole and a bag of holding, what is the chance that there is a colour pool
nearby?
A. Judging from the material on pages 62 and 63 of the MP, each astral colour pool has a
distinct colour depending on where it leads. However, when a pool leads to a character's home
Prime Material plane, it always looks silvery no matter what its "normal" colour is. When two
characters from different Prime Material planes view a pool leading to a third Prime Material
plane, they both see the same colour. If one traveller is from the pool's plane and the other is
not, the first traveller sees a silver pool and the second traveller sees another colour. This is
true if there are silver cords present or not. The DM must decide when and where colour pools
appear. Controlled magicks, such as astral spells, always bring a character onto the Astral
plane via a colour pool. Uncontrolled entries into the Astral plane might not put travellers
next to a pool, or they might place the travellers next to a pool that is rapidly shrinking, as
might be the case when a rift created by a portable hole and a bag of holding opens and
closes. Such rifts are inter-planar anomalies and are very unpredictable.
Q. Please explain the dragon of Tyr's -3 THAC0. Is it possible for PCs to have THAC0s in the
negative numbers?
A. THAC0 is explained in depth in the Player's Handbook, pages 89-91. The dragon's
THAC0 works just like any other, except that it is so low that it is virtually guaranteed to hit
opponents with armour classes of -4 or worse (a roll of "1" always misses in the AD&D
second Edition game; see PHB, page 91). The dragon gets its THAC0 from its sheer size,
strength, and cunning. Player characters can achieve similar "to hit" chances by virtue of
level, combat bonuses, and magical weapons.
Q. Most psionic powers have a preparation time of zero. When running a psionicist in a
campaign that uses segments, wizards and priests use casting times that take segments,
rounds, or turns. This means a psionicist can call upon multiple powers in a single round and
destroy several PCs or monsters before anyone else can even blink. What limits are there on
psionics in campaigns that use segments?
A. Even in the original AD&D game, the basic unit of time is the one-minute melee round,
not the six-second segment. During one round, a character can take one basic action. Spell-
casting times and weapon speed factors affect initiative, they do not allow for multiple
actions. That is, a wizard cannot cast 10 one-segment spells, and a fighter cannot attack 10
times with a weapon that has a speed factor of one. Multiple actions or attacks are possible
under a variety of different circumstances, but never just by virtue of the segment system. If
you are playing a variant game that uses segments instead of rounds, you are on your own.
The easiest fix would be to assign all psionic powers a "casting time" of at least one segment
and use whatever rules you have cooked up to govern spell casting to govern psionic power
use as well. Note that the AD&D Second Edition game dispenses with the concept of
segments altogether. Even when using the most complex optional initiative rules, things like
casting times equate to a simple initiative modifier, which was the real intent behind the
original game's segment system in the first place.
Q. Where can I find a list of the armour and weapons available to Viking characters from the
Vikings Campaign Sourcebook?
A. The basic equipment list for Viking campaigns is in the Player's Handbook, pages 66-69.
As page 58 of the Vikings Campaign Sourcebook explains, certain items from the PHB list are
unavailable. These are listed in the tables on pages 59 and 60, and they are marked "N/A".
Some items are marked "N/A*" and cannot be found in Scandinavia, but they are available
elsewhere in the Vikings' world. Additional equipment not found in the PHB list but available
in Viking campaigns is listed in the VCS, table 7, page 60.
Q. In the Spelljammer setting, do vampires and powerful undead retain their ability to drain
life energy if they enter the flow? Or are they cut off from the Negative Material plane?
A. Undead are notorious for retaining their level-draining abilities no matter where they go.
While this ability does depend on a connection to the Negative Material plane, this link is
maintained in the phlogiston and everywhere else you find undead, unless the rules governing
extra-planar contact for the location in question specifically say otherwise.
Q. Can psionicists or characters with wild talents use illithid series helms to power
spelljamming ships?
A. Series helms create motive power from innate magical abilities, not psionics (the passing
reference to psionics and illithid series helms in the Lorebook of the Void notwithstanding).
Magic powers spelljamming helms, not psionics. Furthermore, a series helm is designed to
work for creatures of only one race. An ogre magi, for example, cannot use an illithid series
helm.
Dragon #186 wrote:
Q. Does the initial cost of a psionic power cover the maintenance cost of the power for the
first round? How about the first turn or hour, for powers with maintenance costs measured in
turns or hours?
A. A character never has to pay both a power's initial and maintenance cost; it is one or the
other. Although the rules are not completely clear on the point, the text on page 14 that details
maintaining powers leads me to believe that any power that is maintained turn by turn or hour
by hour requires PSP expenditure by the turn or hour rather than by the round. In these cases,
the initial PSP expenditure keeps the power going for the first turn or hour. However, the DM
is free to assume that the initial cost can sustain the power for only the first round, and can
require that maintenance costs be paid starting the next round. The former interpretation
requires fewer PSPs than the latter, but since maintenance costs by the turn or hour are fairly
low, it does not make much difference which way you decide to do things as long you treat all
powers the same way.
Q. Can a character using clairaudience or clairvoyance scry a place not personally known to
him?
A. Yes, he can. The only limitations on these powers are the PSPs available to the character
and the power check, which gets more difficult as the distance to the location to be scryed
increases. The DM should use some common sense when allowing the character to choose an
area to be scryed. For example, the character cannot just declare he is eavesdropping on the
wizard Drawmij's library unless he actually knows where that library is, either through
personal knowledge or by making an educated guess. On the other hand, the character can
monitor an area just by describing it in general terms. For example, the character can declare
that he is scrying the spot exactly 10 miles to his west, or the topmost room in a tower he has
seen.
Q. Does a three-pound weapon suffer a -1 penalty to THAC0 when used with telekinesis?
A. No. Although the formula for calculating a character's THAC0 when attacking with a
telekinetically controlled weapon is equal to the weapon's power-score penalty (weight in
pounds divided by three), objects weighing three pounds or less have no power-score penalty
and therefore no THAC0 penalty.
Q. Is the modifier for animate object subtracted from the psionicist's intelligence score, as
listed in the power description, or from the power score?
A. The modifier is made to the power score, The "Ability Score Modifier" heading in the
power's description is a typo.
Q. Is control body a science? It is listed as a devotion, but its description says it is a science.
Life draining is listed as a science, but its text describes it as a devotion.
A. If you follow the description to the letter, area of effect for control flames refers to the two-
dimensional area covered by the fire's fuel. The mock fire elemental in your example would
be possible only if the fuel covered 10 square feet or less and the flames were 24' high, which
might be possible if there were some sort of forced draft fanning the fire. When faced with a
very large fire, say a multi-floor building aflame, the psionicist can control only the flames
erupting from a 10-square foot area. Note that 10 square feet is not a very big area, it is 5' by
2' or 2½' by 4', or some combination of dimensions that can be multiplied together to equal
10'. Compare this with a standard 10'x10' square on a dungeon map, which is 100 square feet.
To make this devotion more useful, you might want to increase its area or give it a cubic area,
say anything from 25 cubic feet (5'x5'x1') to 100 cubic feet (10'x10'x1').
Q. Is the power score for the create sound devotion intelligence -7, as stated in the description,
or is it intelligence -2, as stated in the summary on page 125?
A. It is intelligence -7. The -2 modifier in the summary is an obvious typo when you consider
that the power score for the very similar control sound psychokinetic devotion is intelligence
-5.
Q. According to the description of the disintegrate science on page 40, an inertial barrier
protects against psionic disintegration. Does an inertial barrier also protect against magical
disintegration? Does an inertial barrier protect against magic missile spells, fire, or breath
weapons?
A. An inertial barrier protects the user against disintegration from any source. The rules do
not explain why, but here is my best guess: disintegration destroys matter by setting up a
vibration that causes objects and creatures to break into microscopic pieces and fly apart; an
inertial barrier dampens the vibration and disrupts the effect. The "missiles" created by a
magic missile spells are purely magical and are not affected by inertial barriers. While an
inertial barrier does not confer fire resistance, it can foil most fire-based attacks by keeping
flames from reaching the user. That is, the user is protected against fire ball spells, but still
can get burned if he walks into a burning building or pool of molten lava. As explained in the
devotion's description (see page 46), Inertial barriers can be effective against some breath
weapons, but not all. Breath weapons that are composed of pure heat, light, cold, electricity,
or other forms of energy are not affected. Gas, acid, or flame breath weapons and any breath
weapon that involves hurling or projecting some kind of matter are affected. When dealing
with very powerful breath weapons, such as dragon breath weapons, I suggest that you allow
the inertial barrier user to roll only the basic dice, not dice plus bonuses. For example, if an
adult red dragon breathes through an inertial barrier, the defender rolls 12d10 versus the
dragon's 12d10+6. Assume that the plus represents the intrinsic power (heat, acidic potency,
et cetera) of what part of the breath does penetrate the inertial barrier.
Q. Why would anyone bother to learn the absorb disease devotion when cell adjustment can
cure diseases more quickly, with lower PSP expenditure, and without recourse to the complete
healing science? Why would anyone absorb a magical disease when complete healing cures
only normal diseases?
A. It is true that cell adjustment cures diseases faster and "cheaper" than the absorb
disease/complete healing combination. However, sometimes a character is not free to choose
his psionic powers. Characters with wild talents, for example, have to take what they get.
Also, even though the complete healing description mentions only "normal diseases" (see
page 50), the text in the absorb disease description on page 54 strongly implies that complete
healing should handle any malady that can be absorbed; this includes magical diseases such as
mummy rot but not lycanthropy (which also is a curse).
Q. Does the cell adjustment devotion cure one point of damage when initiated if there is no
disease to cure? Can the psionicist immediately spend 20 PSPs to cure four points of damage
during the first round he uses the power if there is no disease to cure?
A. The psionicist can use the initial five PSPs to cure one point of damage if the Cell
Adjustment recipient does not have a disease. However, the psionicist must spend one round
getting the power established before he can start healing a lot of damage. Basically, the
psionicist needs a minute or so to assess the patient's condition before he can start making
extensive repairs.
Q. Can a character use body equilibrium to keep from sinking once he has fallen into water or
quicksand? It is possible for a character to use body equilibrium along with control wind to
levitate or fly?
A. Since body equilibrium can be activated while the psionicist is falling (see the devotion .s
description on pages 55-56), I do not see any reason not to allow its use while sinking. The
DM might choose to impose a power-score penalty, since it might be difficult to focus one.s
inner energies with a nose and mouth full of quicksand; I suggest an additional -1 to -4. In this
case, the character will simply bob to the surface of the water or quicksand, where he
probably can swim or slither to safety. Actually regaining one's feet and walking on the
surface after being submerged and popping up like a cork would require considerable luck
and dexterity. A falling character using body equilibrium certainly could use control wind to
influence where he lands. However, it would be quite difficult to slow a fall or to lift a
grounded character using control wind, as the character must have an updraft to lift him. This
would be impossible in still air. If the character found a strong thermal, on a sunlit hillside, for
example. he might be able to increase and control the naturally occurring updraft enough to
lift him, then glide to a landing some distance away. Note that such a feat would require ideal
conditions; the character probably would have to be outside during a sunny day and on terrain
that can create rising currents of warm air, open fields, rocky areas, and the like. Bodies of
water don.t generate thermals at all, and forests create very weak ones. This feat might also be
possible indoors in chimneys, ventilation shafts, and other places where there is a lot of rising
air.
Dragon #187 wrote:
Can a wish be used to enhance a character's psionic abilities or to acquire psionic abilities? Or
does the fact that a wish is magical and psionics is not prevent this?
A. Although the DM. has final say on any wish, there is no game reason that a character
cannot use one to gain or augment psionic abilities. A wish changes "reality" and can
accomplish all manner of things that lesser magics cannot. All this however, begs a whole raft
of other questions, such as how much psionics can be gained, and what kind. The "best" way
to use a wish to increase a character's psionic powers is to improve the character's ability
scores (DMG, page 11), which in turn can improve some or all the character's power scores.
Increasing the character's wisdom score also will increase the character's inherent potential
(CPH, page 13). Generous referees will make such an increase retroactive. A wish also might
allow a character to increase his total PSPs, from two to 10 points. A wish certainly could
allow a character to "forget" one discipline, science, devotion, or defence mode and replace it
with a power more to the character's liking. If wishes are very rare in your campaign, it also
might allow a character to pick up an extra devotion either inside or outside the primary
discipline, but I do not recommend that you allow characters to acquire extra sciences or
disciplines this way. Likewise, it is probably okay to let characters wish for a wild talent,
though stern referees will make such characters roll to test for wild talents when making the
wish. DMs who do this should feel free to chuckle evilly if the percentile roll is low enough to
have revealed a wild talent without wishing and should feel free to apply the normal
consequences if the roll is 97 or higher. I do not recommend that you allow characters with
wild talents to wish for additional powers, but it should be okay to let them wish for more
PSPs. Of course, characters can attempt to exceed these limits, but when they do so the DM
should either declare that the wish does not work, or should impose some sort of penalty on
the character. "Okay, Hurd the Magnificent, you can have the mass domination science. Of
course, you are now a 5th-level human psionicist, not a l0th-level elven wizard!" As always,
game-logic and game balance reasons exist for these limitations. From the standpoint of game
logic, the mortal brain can harbour only so many psychic powers before it turns to mush.
High-level psionicists can command a wide variety of powers only by virtue of long
experience and training. In terms of game balance, wishes should be introduced into a
campaign only to let the players make minor adjustments to their characters' fates. If the DM
allows characters to use wishes to get cheap power, the challenge and fun of adventuring
quickly wear off.
Q. At what level does a multi-classed character with psionics get his powers?
A. A multi-classed psionicist gains new psionic powers and PSPs each time he gains a level as
a psionicist. The character's other class or classes do not affect his psionic powers, except
insofar as the character's experience points are divided equally among all the character's
classes. A multi-classed character with a wild talent gets four PSPs for every level gained in
each class. Multiclassed characters do not divide new PSPs between classes as they do with
hit points.
Q. Can a psionicist using the detonate science choose not to attack friendly creatures within
10' of the detonation so that they do not take damage? In other words, can a psionicist
detonate an ogre's club, but choose not to damage a fighter in melee with the ogre?
A. The detonate description on page 38 certainly seems to imply that the psionicist can decide
which creatures within the 10' detonation radius will be attacked. It is possible that the
detonation will damage nothing.except the object that is detonated, if the user declines to
attack creatures that might be in the radius.
Q. Can the soften devotion be used against a character employing the Body Weaponry
devotion? Are the effects of the Soften devotion permanent? How large an object can be
softened? Can a softened object be repaired?
A. According to the Body Weaponry description on page 57, an arm converted into a weapon
actually becomes wood or metal or both. The DM has the final say, but I suggest that the
arm/weapon be subject to all effects that can alter or destroy the material including the soften
devotion, rust monsters, warp wood spells, and so on. Since soften has a maintenance cost,
softening lasts only while the power is maintained. Note that if the DM is willing to spend the
time, you could stage a psychic contest between the two characters, with the Body Weaponry
user striving to maintain the weapon while the attacker tries to Soften it. This is playing fast
and loose with the psychic contest rules (see pages 22-24), but it fits with the spirit of the
game. As the description says, soften can affect objects that weigh 10 lbs or less. The DM
might allow characters to soften small pieces of larger objects, but I do not recommend it.
Q. What are the statistics for the animals listed for the animal affinity science?
A. Statistics can be found in the various Monstrous Compendium volumes, as follows, MC1:
bull (cattle or buffalo subtypes in the herd animal entry), boar (any of the three subtypes will
do, but I suggest the wild boar), elephant (I suggest the African elephant subtype), grizzly
bear (brown bear subtype), lion (great cat entry), panther (leopard subtype in the great cat
entry), rattlesnake (normal poisonous snake subtype in the snake entry), giant scorpion
(scorpion entry), tiger (great cat entry), percheron (draft horse subtype in the horse entry), and
wolf. MC2: ape, barracuda, crocodile (common crocodile subtype), giant eagle (eagle entry)
falcon (small hawk subtype in the hawk entry), griffon, peregrine falcon (large hawk subtype
in the hawk entry), and shark (any version of the common shark subtype). MC4: stag (wild
stag subtype).
Q. Can a character using the metamorphosis science move at the new form's movement rate?
Does the user have any senses when metamorphosed into an inanimate object? If not, can the
user change into an object that is equipped with sense organs? Can the user physically turn
into a powerful creature such as a margoyle or hatchling dragon? Can the user turn into
something fanciful such as an animated chair?
A. I suggest you treat metamorphosis as a slightly altered version of the polymorph self spell
(see PHB, page 161); unlike a polymorphing spell caster, the metamorphosis user is limited to
forms that have the same mass as his own body, and he must make a system shock roll when
he changes form. However, the metamorphosis user is not limited to the forms of creatures,
and can maintain an assumed form so long as he has PSPs to maintain the power. The
metamorphosis user gets the assumed form's movement rate and armour class, along with its
physical attacks. He does not get special abilities such as gaze weapons, breath weapons,
weapon immunities, and so on. On the other hand, the character does gain certain
vulnerabilities and immunities that are intrinsic to the assumed form. Common sense must
rule here. For example, while a character metamorphosed into a werewolf cannot shift shapes
(and thus avoid further system shock rolls) and is not immune to normal weapons, a character
metamorphosed into a brick is immune to normal fire simply because bricks do not burn. The
power's description goes out of its way to say that the user can change into anything, so I
would be inclined to let PCs go ones from a man-sized creature walking wild when picking
forms into which they can Metamorphose. Nevertheless, some limitations are in order, or PCs
will abuse the power. I suggest that you assume that simple forms, such as bricks, have no
senses except a faint sense of touch and pain. A character metamorphosed into a brick cannot
see, taste, hear, or smell. He can feel vibrations, however, even faint nearby, and he knows
when somebody tries to break him. The DM could allow the character to turn into a brick with
eyes, ears, and nose so the character could get more sensory input, but enemies will more
easily spot the character. That character also will have some vulnerabilities a normal brick
might not, such as susceptibility to stinking cloud spells and harpy songs. Likewise, a
character metamorphosed into a walking chair would have visible joints and muscles.
Dragon #188 wrote:
Q. Is the armour class gained through the flesh armour devotion cumulative with the armour
class gained from normal armour or magical protections?
A. Generally, flesh armour is not cumulative with actual armour, except that an armoured
character who has no shield can use the "shield" created if the power check result is a 1. Treat
flesh armour as non-magical armour when determining how it works with various magical
protection items. Generally, this means that flesh armour is cumulative with rings of
protection, but not with cloaks of protection. Flesh armour also is not cumulative with
bracers of defence or with other items that provide a fixed armour class, such as robes of the
archmagi.
A. No. The ballistic attack devotion is a "single item" effect, which cannot be prolonged (see
prolong power description, page 100).
A. The same way it works on NPCs or monsters. Well developed player characters probably
will have a trait or personality quirk that can be turned into a full-blown phobia. If not, the
Dungeon Master or player will have to supply one on the spot. If the power works and the
victim's save fails, it is up to the player to decide what the PC will do. The DM should be on
guard against reticent players who refuse to have their PCs act upon their fears. The instant
the player declares an action that the DM feels is inappropriate for a person caught in the
throes of abject terror, the DM should disallow the action and suggest another one. If the
player is stubborn and holds up the game by not playing along, the DM should temporarily
take control of the character.
Q. The initial cost for the teleport science is listed as "10+". However, there is no "10" cost on
the teleport table.
A. The first "20" in the table is a typo; teleports of 10 yards or less cost 10 PSPs. Note that
this change also applies to the teleport other science, whose initial cost should be listed as
"10+" as well.
Q. Can the molecular manipulation devotion be used against a character using the body
weaponry devotion? If so, what happens to a character who has a body weapon broken?
A. Molecular manipulation can weaken or break a body weapon (see the question on the
soften devotion versus body weaponry in last month's column). If the molecular manipulation
power check succeeds, the body weaponry user can feel the weakness in his arm. If the body
weaponry user stops maintaining the power and allows the body weapon to change back into
an arm, the weakness disappears because the arm is part of a creature, no longer an object and
no longer subject to molecular manipulation. If a body weapon breaks, because of molecular
manipulation or any other cause, the body weaponry user loses that chunk of body mass, as
though the affected limb were severed. The broken piece immediately changes back to flesh
(it is cut off from the flow of psychic power that kept it in weapon form), and the DM might
rule that the body weaponry user must immediately drop the power, although there is no
game-logic reason that he could not go on spending PSPs to maintain the broken stump. In
any case, I do not recommend any spectacular or gory effects when the Body Weaponry user
does drop the power, he should just have a healed-over stump. Any means that can restore a
severed limb, such as a regeneration spell or magical items, can restore the lost limb.
Q. When using the control body devotion, exactly how do you hold a psychic contest between
the attacker's power score and the victim's strength score? Does the psionic character make a
regular power score check at all?
A. Yes, the psionic character makes a standard power check when using control body. If the
power check fails, the character pays four PSPs (see page 11) and he does not gain control of
the victim's body. If the campaign uses the optional "skill score" rule (see page 11) and the
attacker's roll equals his power score, then he automatically gains control (although he can
lose control by forcing the victim into a suicidal action and losing the resulting psychic
contest). If the power check roll is lower than the power score, there is a psychic contest. You
hold this contest in exactly the same way you hold any other psychic contest (see page 22),
except that the victim uses his strength score and the attacker uses his power score. This is
because control body is psychokinetic; the attacker actually generates a physical force that can
seize control of a victim's body. The victim however, can overcome this force by sheer
physical strength.
Q. Does a weapon moved by the telekinesis science or ballistic attack devotion inflict normal
damage?
A. Ballistic attack can only move objects that weigh one pound or less; this excludes just
about anything larger than a dagger. Any item used in a ballistic attack inflicts 1d6 points of
damage regardless of its "normal" damage rating; this is due to the tremendous velocity the
devotion generates. I suppose a sheaf arrow used in a ballistic attack could do 1d8 points of
damage if the DM so desires, but there is no guarantee the arrow will hit the target point first,
so I suggest sticking with the standard 1d6. Using telekinesis to wield a weapon is more like
normal melee, and a hit inflicts the weapon's normal damage rating. Unless you allow items
such as arrows and quarrels to be used as stabbing weapons in melee, I do not recommend
you allow them to be used telekinetically either. I know some campaigns allow characters to
make stabbing attacks with arrows when there is no other weapon available. A typical "house
rule" governing such attacks sets the damage at 1d2 and the arrow usually breaks when it hits.
Q. Does the errata on psionics supplied with the Dark Sun boxed set apply to all campaigns or
just to Dark Sun games?
A. The errata sheet supplied with the Dark Sun boxed set is a general set of corrections that
applies to psionics in general, not just to Dark Sun campaigns. If you do not have a Dark Sun
boxed set, you can get the errata free by sending an SASE to: TSR Incorporated, c/o Steve
Winter, PO. Box 756, Lake Geneva WI 53147 USA. Write a note saying that you would like
the errata for the Complete Psionics Handbook, TSR product #2117. Feel free to include any
comments you may have.
Q. If a psionic character uses the Animal Affinity science to gain the hit points of the creature
he is attuned to, does any damage suffered carry over to the character's true form when the
character drops the power? Do such hit points always start at the maximum when the power is
first activated?
A. Any ability bestowed onto the character by Animal Affinity is strictly temporary, and it
completely disappears when the power is dropped or when the character chooses to assume a
different animal attribute. If the character chooses to assume an animal's hit points, he in
effect gets a whole new set of hit points that have nothing whatsoever to do with the hit points
he has as a character. When he drops the power, his hit points immediately revert to whatever
total the character had when he activated the power. If the character uses the power to assume
animal hit points again, he immediately has whatever total his animalistic alter-ego had when
he last used the power. Adjudicating hit-point recovery for characters with this power can be
tricky. For playability, I suggest that "artificial" healing from first aid, magical items, healing
spells, or psionics apply only to the hit point total the character is presently using. That is, a
cure light wounds spell cast on a character who is using an animal's hit points improves only
the animal's hit point total. Since the unused hit point total cannot be damaged, it cannot be
healed either. However, "natural" healing from rest should apply to both totals. In effect, both
aspects of the character's hit points can be assumed to be at rest whenever the character is
completely inactive.
Q. Does the reduction devotion affect a character's equipment and clothing? What happens to
equipment and clothing if the character rolls a 20 on the power check and doubles in size?
Q. Does the dream travel devotion induce sleep in willing subjects? That is, can it work if the
subjects are not sleepy?
A. The power description plainly requires that the psionic character fashioning the dream
scape where travel will take place must be asleep and so must any passengers he takes with
him. If the DM rules that sleep is not possible because the surroundings are too noisy or too
uncomfortable, then no dream travel can take place. On the other hand, there is no reason to
assume that characters who can make themselves somewhat comfortable and relaxed cannot
will themselves to drift off far enough to allow the power to work. Generally, if the characters
involved are reasonably warm and dry, can sit or lie down without discomfort, and have no
overt reason to feel anxious, they can be sleepy enough for dream travel. An unwilling victim
who can force himself to stay awake cannot be compelled to dream travel.
Q. Are the effects of the psychic drain devotion permanent? Can this power be used on non-
humanoids?
A. Ability score losses from psychic drain can be permanent only if the character employing
the psychic drain siphons away more than half of the host's psychic potential, and even then
the exact effect depends on the degree of depletion (see power description, page 102). Hosts
who are not depleted regain "lost" ability points when they awaken from the trance. It is fine
to assume that hosts who are prematurely awakened suffer from reduced ability scores, if any,
until their hour of grogginess passes. The power description specifically states that "people"
must serve as hosts. In this case, it is entirely within the spirit and intent of the rules to define
"people" as creatures of greater than animal intelligence. However, the DM is on his own
when it comes to determining the psychic potential of a non-humanoid creature without
defined ability scores.
Q. If the Wrench devotion is successfully used on a creature that can be hit only by +1 or
better weapons, does the creature become vulnerable to normal weapons?
A. Yes, it does. Wrenching completely strips the creature of its weapon immunity for as long
as the power remains in effect. Note, however, that Wrench does not work on every creature
that is immune to normal weapons. Lycanthropes, for example, do not have a dual, extra-
planar existence and cannot be Wrenched.
A. I looked very carefully through Dragon Kings looking for whatever passage you are asking
about. I am not sure I found it, and neither is Tim Brown, Dragon Kings author. Do yourself a
favour and include a page number whenever you ask for a rules clarification. It is the only
way I can be sure I am clarifying the rule you are actually asking about. I assume you are
referring to the text on page 56, which says a character elemental must be a human
cleric/psionicist, level 20/20 (see the Prerequisites section). The character must commit to
becoming an elemental immediately upon reaching 20th level as a cleric (2,700,000 XP), and
cannot have any other classes. If the character quits the cleric class to follow a class other than
psionicist, or takes up the psionicist class before reaching 20th level as a cleric, he cannot
become an elemental. This is the intent behind the line: "No multi-classed or dual-classed
cleric can opt to become an elemental" on page 56. The cleric must be single classed and 20th
level, then he can opt to become an advanced being by declaring his intention and switching
to the psionicist class. Note that a character cannot return to his old class once he switches
(see PHB, page 45). No multi-classed character of any type can become an elemental.
Character dragons and avangions have similar requirements, except that they have to be
defiler/psionicists or preserver/psionicists, respectively.
Q. In Dragon #177, "Sage Advice" said that details on how the Dragon of Tyr stores magical
energy would be included in Dragon Kings, but I cannot seem to find it anywhere. You also
said that details on how the Dragon's defiler magic affects animals would be included in the
book, but I cannot find that either.
A. When I was writing the column for issue #177, there were plans to describe the Dragon's
ability to store magic, but that changed and the details remain unrevealed. It is even possible
that the Dragon has no such power at all, it could be just a myth that has sprung up to help
explain the Dragon's massive power. Check out rules on defiling psionic enchantments on
page 44; this is how the Dragon's spells kill people and animals. Tim Brown also has hinted
that the Dragon might have a special life-sucking spell or psionic ability that simply produces
defiling damage over wide areas. The details of this spell, if it exists at all, are unrevealed.
Q. Do character dragons and avangions take damage from defiling psionic enchantments? Is
there any defence from these attacks?
A. According to the rules on page 44, every living creature, except the caster, within 30 yards
of a defiling psionic enchantment takes the listed damage. Dragons and avangions are
powerful, but they are alive and are subject to this kind of defiling damage. Since psionic
enchantments have a magical component, there are all sorts of ways to get protection from
this effect, and two such ways follow. A scarab of protection grants the wearer a saving
throw, and the wearer takes no damage if the save succeeds (see DMG, page 179). An anti-
magic shell hedges out the effect, though it also shuts down all other magical items and
effects within the spell's radius.
Q. The statistics for character dragons in Dragon Kings, pages 37-39, do not match the
summary information at the back of the book, nor does it match the description in the Dark
Sun boxed set. Specifically, the summary information does not mention the psionic abilities
listed on page 39, which give a 30th-level dragon 20 sciences and 35 devotions. Meanwhile,
the boxed set gives the Dragon of Tyr a psionicist level of 20 (or 25, depending on which
section you read), the ability to cast spells and use psionics simultaneously, and regeneration
at 10 hit points a round. Also, the hit-dice listings are widely different in all three places, and
the burrowing movement rate of 6 listed in the boxed set is not mentioned in either section of
Dragon Kings. Finally, the footnote on the jumping movement rating in the supplement reads:
"now has a "jumping" movement rate of 5 (should be 6)". What does this mean? Is the
jumping rate 5 or 6?
A. The mismatch within the Dragon Kings book is an editorial error. The text on dragons got
changed in one section of the book, but not in the other, this kind of thing happens more often
than anyone would like. Here are my unofficial suggestions for resolving the contradictions:
Use the psionic powers listed on page 39; this gives the Dragon of Tyr six disciplines, 20
sciences, 35 devotions, and five defence modes. Use the powers listed in the boxed set (see
the "Monsters of Athas" section in the Wanderer’s Journal). Pick the additional 10 sciences
and 11 devotions yourself, and assume that the powers listed in the Wanderer’s Journal are
the ones the Dragon uses the most. Note that the five defence modes listed in the Wanderer’s
Journal under the telepathy discipline do not count toward the Dragon's total number of
powers (see the Complete Psionics Handbook, page 14). Use the hit-dice listings from the
supplement at the back of Dragon Kings. This matches the table on page 37 at every level
except 21, where the dragon should get +20d4, not +10d4. Note that the Dragon of Tyr has
nearly maximum hit points for a 30th-level dragon (250 out of a possible 254, assuming no
constitution bonuses). The burrowing movement rate seems to have been dropped by mistake;
I would add it at 27th level. The parenthetical note about increasing the jumping movement
rate to 6 probably was an editor's note that accidentally found its way into the book. Since
most movement rates in the AD&D game are evenly divisible by three, somebody probably
wanted the listing changed. I do not see any reason not to leave the jump rating at 5, which is
how it is listed in the Wanderer’s Journal, but go ahead and increase it to 6 if it makes you
happy. The Dragon of Tyr's regeneration power and ability to use spells and psionics
simultaneously are unique to it, it is a special beast, even as fully matured Athasian dragons
go. The exact reasons this dragon is so special are unrevealed, but they might be uncovered in
an upcoming Dark Sun game product or novel.
Q. The statistics for character avangions in Dragon Kings, pages 42-44, do not match the
summary information at the back of the book. Are the various effects of the avangion's aura
cumulative or do the various powers replace each other? If they replace each other, can an
advancing avangion opt to forego a higher level effect to keep a lower-level one? Do
avangions have psionics?
A. Except for the hit dice column, the summary section is correct. The hit dice column should
read: 21st-level 20d4+10; 22nd-level 25d4+10; 23rd-level 29d4+10; 24th-level 32d4+10;
25th-level 35d4+10; 26th-level 39d4+10; 27th-level 44d4+10; 28th-level 50d4+10; 29th-level
58d4+10; 30th-level 68d4+10. Avangions gain new movement rates, and other powers as
shown in the summary, not as described in the text on pages 42-44. Avangions are
preserver/psionicists. They retain the psionic powers they had as 20th-level psionicists and
gain one additional science and one additional devotion at each level, just as dragons do. Each
new property of an avangion's aura is cumulative, as described on page 44.
Q. Can avangions and dragons hurt each other with physical attacks? Or does their immunity
to weapons, considerable immunity in the case of avangions, prevent this? Can a dragon's
breath weapons hurt an avangion?
A. Although avangions and dragons are characters, their status as advanced beings allows
them to use table 48 on page 69 of the DMG. Any dragon or avangion counts as a +4 weapon
simply by virtue of its hit dice. Avangions of 28th level and above are immune to a dragon's
physical attacks, since the equivalent of a +4 weapon is the limit for creatures. However, a
dragon's breath weapon inflicts both fire and abrasion damage; avangions of any level are not
immune to either attack form and can be affected.
Q. Can dragons use the various forms of dragons' special attacks as listed in the Monstrous
Compendiums such as snatches, plummets, and wing buffets? Do dragons and avangions use
special spells that have no material components the way Monstrous Compendium dragons do?
This would seem essential for high-level avangions, who have no appendages.
A. The DM, of course, has the final say, but I suggest that any dragon that can fly be allowed
to make snatches and plummets. Just apply the MC formulas to the Dragon King's claw and
bite ratings. Use the tail attack ratings from Dragon Kings. I am inclined to think that
Athasian dragons are not built in quite the same way as dragons are on other worlds, and I
suggest that you disallow wing buffets. Likewise, I do not think Athasian dragons should
kick. Dragons and avangions use the same rules for spell casting as other characters do,
including casting times, and various components. It is unclear exactly how they accomplish
this, especially in the case of high-level avangions. Note that while an advanced being cannot
launch spells any more quickly that any other spell-caster can, the DM should assume that
they always have some way to complete any other requirements. Avangions, for example, can
be assumed to flutter their wing-tips to complete somatic components. Both dragons and
avangions can be assumed to have some way to get at material components if that optional
rule is in effect. Material components might be manipulated psionically, plucked from a
pocket dimension, regurgitated from the gut, or whatever. Advanced beings are powerful
enough to bend the rules a little bit when necessary.
Q. The descriptions of two of the new psionic powers in Dragon Kings seem a little odd to
me. The teleport object power on page 142 is listed as a psychokinetic devotion, but should it
not be psychoportive since it has teleport as a prerequisite? Also, return flight on page 146 is
listed as a psychometabolic devotion, but would it not be better as a psychokinetic devotion?
A. Although it is not common for a power to have a prerequisite from another discipline, there
are several precedents in the metapsionic discipline. teleport object was placed in the
psychokinetic discipline because it involves manipulating objects; psychoportation involves
personal movement by the power's user. If that does not satisfy you, change the teleport object
prerequisite to telekinesis. You have a better case with the return flight devotion. Since the
user is manipulating an object, it sure seems to belong in the psychokinetic discipline. I
suspect it was placed within psychometabolism to maintain game balance and because the
user is not just hurling objects around (as in the ballistic attack power); instead, he "programs"
a missile to return to him if it misses. As such, it augments the user's ability in using missiles
rather than granting the user a wholly new ability.
Q. In Dragon #178, you said gladiators use the paladin/ranger advancement table, but page 14
of Dragon Kings says gladiators reach 20th level when they earn 3,000,000 XP, and that is
what fighters need for 20th level.
A. Gladiators do use the paladin/ranger table. The figure in Dragon Kings should be
3,600,000. This is official and came straight from Tim Brown, Dragon Kings author and
director of product research and development at TSR, Incorporated.
Q. What do you do with an Athasian wizard's or cleric's wild talent if he opts to become an
advanced being and quits his original class to become a psionicist? Does he keep the power?
What happens to the character's PSPs?
A. The easiest way to handle this is to let the character keep the wild talent and PSPs in a
separate pool. "Sage Advice" discussed the details in Dragon #184.
Q. Page 36 of the Dark Sun boxed set's Rules Book says Athasian bards do not learn wizard
spells, but the Ranis Inika character on page eight of the Dune Trader source book does have
spells. I do not get it.
A. You are the victim of a gross error. Ranis Inika has no spell list, but she can manufacture
any of the poisons shown on the table on page 36 of the Dark Sun Rules Book and has the
following thief abilities: PP 65; OL 55; FT 65; MS 70; HS 70; DN 45; CW 90; RL 20.
Q. Why does TSR, Incorporated spend so much time and energy producing so darn many
game worlds? There must be at least 10 of them if you count the soft cover books. Why do
you not concentrate on something for those of us who play on our own game worlds, like a
good old-fashioned adventure or two?
A. With something like 3,000,000 + AD&D game players out there, variety is a must. That is
why TSR, Incorporated cranks out so many game worlds. One or two of them might be
allowed to retire gracefully, but each of them has a cadre of dedicated fans who scream very
loudly when their favourite world gets ignored. Here is good news for readers who fall into
this category: TSR, Incorporated soon will start a "Classics" line that will feature a product
for each world once a year. Actually, there have been plenty of pure adventures published in
the last two years. Here are some examples right off the top of my file cabinet: Wizard’s
Challenge (TSR product #9359), Haunted Halls of Eveningstar (#9354), Treasures of
Greyhawk (#9360), and Rary the Traitor (#9386). Wizard’s Challenge has the virtue of being
generic, the set-up does not depend on any particular AD&D game setting, but it is designed
for one-on-one or small group play. The other products are designed for normal groups, but
are set on particular worlds. This should not be an impediment to DMs who have developed
their own worlds, however. Any commercial scenario can be dovetailed into a homespun
campaign. The premises behind some of these scenarios might not fit your particular
campaign, but not every generic adventure will either. You should not ignore a packaged
adventure just because you are not interested in the world logo on the front cover. Smart game
shoppers read the back-cover copy, or ask another gamer or a store employee about what is
inside before deciding what to buy.
Dragon #190 wrote:
Q. Where the heck is Zalchara, the Land of Fate?
A. Zakhara can be anywhere the Dungeon Master decides to put it. There is no place for
Zakhara on Athas, the world of the Dark Sun setting, On Toril, the world of the Forgotten
Realms setting, Zakhara is located south of the Great Sea and west of the southern portions of
Kara-Tur. Zakhara has no official location on TSR, Incorporated's other published worlds.
Q. The Al-Qadim Arabian Adventures book says that all races can be sha'irs, even dwarves
and halflings. What is the level limit for halflings?
A. I suggest level 10, just like dwarves. I also recommend that you also give halfling sha’irs a
20% chance for ability failure, like dwarves have (see Arabian Adventures, page 43).
Q. What does a ring of wizardry do for a sha'ir? How about a pearl of power? Would a potion
of speed or Wallac's potion of speed casting (1992 Collector card #272) reduce the time
needed for a sha'ir's gen to find a spell? If not, what sort of item would?
A. A ring of wizardry does nothing for a sha'ir, as they cannot understand the ring's workings,
nor use its power. A ring of wizardry doubles the number of spells a wizard can prepare each
day, and sha'irs do not prepare spells daily. They send out their gens to look for spells as
needed. Even if a sha'ir could understand how to use a ring of wizardry, the sha'ir’s gen still
would only bring him one spell at a time and would not depart to search for a new one until
the current spell was cast or had expired (see Arabian Adventures, pages 98-99). A pearl of
power might work for a sha’ir, but I recommend against it. The item description implies that a
pearl's function is based upon a wizard's daily spell preparation, insofar as the pearl only can
recall a spell that was part of the wizard's most recent preparation. On the other hand, one
could argue that a pearl of power can recall any spell (of the appropriate level) that the user
has memorised on a given day. The case can be made that a sha'ir has "memorised" a spell
when his gen delivers it, In this case, the pearl can recall a spell only if the sha'ir has taken
"delivery" of a spell of the pearl’s level during the day that the pearl is used. For example, a
sha'ir who owns a pearl of power keyed to second-level spells could not use it on a given day
until his gen had successfully found and delivered a second. level spell. Wallac's potion of
speed casting cannot shorten the time a gen requires to locate a spell. I suppose a wish could
reduce the time to whatever the minimum would be for the type of spell being sought. For
example, a sha'ir could wish that his gen would bring back a "native" sixth-level spell in seven
rounds. Any attempt to break the minimum-time requirement using a wish should not only
fail, but should immediately result in extra-planar attention for the sha'ir as explained under
"The Perils of Priest Spells," on page 99, even if the gen is not seeking a priest spell. Stern
DMs might roll for extra-planar attention whenever a wish is used to speed spell delivery.
Note that a sha'ir can benefit from Wallac's potion of speed casting. Once the sha'ir's gen has
delivered a spell, the sha'ir must follow all the normal rules for spell casting, including casting
time, which can be reduced by Wallac's potion of speed casting. As "Sage Advice" has
pointed out before, potions of speed, haste spells, and similar other magics never shorten a
spell’s casting time.
Q. Please explain the use of segments in the Dark Sun setting. The wall of ash spell in the
Dragon Kings book uses them. In a previous "Sage Advice " column, you said the current
AD&D game does not use segments, What gives?
A. The AD&D 2nd edition game does not use segments, and the reference to them in the wall
of ash psionic enchantment description (Dragon Kings, page 112) is an error. The spell’s
creator probably was thinking in terms of the original AD&D game, where a melee round was
broken down into 10 segments. Spending a full round in contact with a wall of ash causes
10d10 hit points; getting away from the stuff in less than a full round reduces the damage. The
easiest way to keep track of this damage is to use the standard initiative system from the
current game. For example, Prythony the mul gladiator loses a wrestling match with an
opposing half-giant and gets pinned in a wall of ash. If the half-giant’s attack came on an
initiative number of "7", Prythony probably will spend the rest of the round in the ash, and
will suffer 3d10 points of damage, one die on each remaining initiative number (8, 9, and 10).
If Prythony rolls free during the next round after getting an adjusted initiative of "4", he will
suffer another 4d10 points of damage. Undoubtedly, things are going to be a lot more
complex than this if wall of ash actually get used in play. However, the DM is going to have
to be prepared to deal with such things as they arise, that is one consequence of running a
campaign where characters have access to magic as powerful as wall of ash.
Q. Issue #185 of Dragon Magazine included a Monstrous Compendium sheet for a Dark Sun
setting creature called the baazrag. The sheet describes a shy, weak creature that can be kept
as a pet or to catch vermin. In contrast, the novel The Verdant Passage presents the baazrag as
a gladiatorial beast that is "400 pounds of fur and muscle". Can you set things straight?
A. My researches into this question yielded two possible answers. One, the baazrag
(pronounced BAAZ-rag) is indeed a pint-sized, timid creature, while the baazrag (pronounced
baas-RAG) is a much rarer, ferocious giant, An inexplicable linguistic quirk gave both
creatures similar names, (Hey! Don’t look at me like that, that is what someone in the know
told me!) Two, a normal baazrag is small and generally inoffensive, but some institution or
individual who breeds and trains domesticated baazrags managed to, at least once, produce a
400-pound mutant specimen with the nasty disposition that’s particularly well suited for
ripping gladiators to shreds.
Q. The Tales of the Lance boxed set says tinker gnomes get one non-weapon proficiency slot
for every two levels and one weapon proficiency slot every 10 levels. However, the
Dragonlance Monstrous Compendium says they get one weapon proficiency and three non-
weapon proficiencies every two levels. Which is correct?
A. With the arrival of Tales of the Lance, tinker gnomes get fewer proficiencies overall and
fewer weapon proficiencies (see World Book of Ansalon, page 94). The Monstrous
Compendium and the earlier Dragonlance Adventures hardback are not necessarily wrong, but
the newer boxed set has changed the rules to make tinkers a lot less warlike and generally less
competent.
Q. How much damage does the kender sashik do? Page 73 of the World Book of Ansalon lists
the damage as 1d8+1/1d10+1, but the Tales of the Lance DM's screen lists the damage
1d6+1/1d4+1. Also, what do the various "weapon type" codes on the DM's screen mean?
They do not match the types listed on weapons table in the Player's Handbook.
A. The damage listed for the sashik in the DM’s screen is correct. The listing on page 73 is a
typo. The weapons table on the DM's screen does use the same weapon types as the PH;
they’re just formatted differently from the listings as they are presented on pages 68 and 69 of
the PH. For example, the sashik is listed as type SB; this indicates that the weapon can do
both slashing damage (because it can be fitted with hooks) and bludgeoning damage. In the
PH format, this would be listed as type S/B.
Q. I am having some difficulty understanding what spells and powers the gods of Krynn grant
their priests: Mishakal's entry names eight spheres of spells that she grants plus the spells
prayer and remove/bestow curse. What do these two "plus" spells mean? How and when are
the "powers per level" granted? One of the powers Kiri-Jolith grants is a +1 bonus to attacks
on evil creatures; is this granted once a day or as many times as the cleric wishes?
A. The "plus" spells in each deity's list are spells the deity grants to his clerics even though
they are not included among the spells covered by the deity's spheres. For example, Mishakal
grants prayer from the Combat sphere and remove/bestow curse from the Protection sphere
even though she does not grant other spells from these two spheres. "Plus" spells must be
prayed for and memorized just like any other clerical spell. The "powers per level" appear
after each deity's name. Non-spell-like powers, such as bonuses to saving throws or attack
rolls, are continuous and function whenever they are applicable. For example a priest of Kiri-
Jolith always gets a +1 bonus to attacks versus evil creatures. Spell-like powers are granted
once a day. These powers function just like the spells they are named after except that the
cleric need not pray or meditate to get them, they are automatically granted each day. Each
power's casting time is the same as the spell. If an effect's range, duration, et cetera. varies
with the caster's level, use the priest's actual level to adjudicate the effect. For example, if a
10th-level priest of Majere uses the granted power silence 15' radius, the effect lasts 20
rounds. Unfortunately, this information is incomplete; what is missing are the numbers that
indicate what level a priest has to reach to be granted the power. Here are the complete
"powers per level" entries, courtesy of two Tales of the Lance designers, Harold Johnson and
John Terra: Paladine: 2) know alignment, 5) flame strike. TU: turn. Mishakal: 2) animal
friendship, bless/curse, endure cold/heat, resist fire/cold; 5) chant, silence 15' radius; 7) stone
shape, water walk; 9) holy word; TU: turn. Majere: Once a day, a priest of Majere can cast his
medallion of faith on the ground, where it becomes a giant hornet that will defend the priest;
5) giant insect; 7) repel insects, insect plague; 9) creeping doom; TU: nil. Kiri-Jolith: All
priests of Kiri-Jolith receive a +1 on attacks against all evil opponents; 1) detect snares and
pits; 2) find traps, heat/chill metal; 4) magical vestment; 6) cloak of bravery; 8) quest; 9)
heroes' feast; TU: turn. Habbakuk: 3) create food and water; 5) commune with nature 7)
heroes' feast, speak with animals, forbiddance, conjure animal. TU: nil. Branchala: All clerics
of Branchala gain +2 on any artistic proficiency; 1) detect snares and pits; 2) slow poison; 3)
create food and water, neutralize poison; 8) quest; 9) aerial servant, heroes' feast; TU: nil,
Solinari: All clerics of Solinari gain a +2 bonus against any magical attack; TU: nil. Takhisis:
2) detect good, spiritual hammer; 4) create food and water; 5) flame strike; 9) unholy word;
TU: command. Sargonnas: All priests of Sargonnas get a +2 to saving throws, attack rolls,
and morale when they are on a mission of vengeance; 6) protection from fire; 9) animate
object; TU: turn. Morgion: 5) create food and water; TU: command. Chemosh: All priests of
Chemosh gain a +2 on their undead command attempts. They also can recognise all forms of
undead on sight; 9) animate object; TU: command. Zeboim: TU: command. Hiddukel: TU:
command. Nuitari: All priests of Nuitari gain a +2 bonus against any magical attack; TU: nil.
Gilean: All priests of Gilean gain a bonus of +1 on any non-weapon proficiency check, they
also receive one bonus non-weapon proficiency per level of experience; 1) speak with
animals; 3) messenger; TU: turn. Sirrion: All priests of Sirrion gain a bonus of +1 per die of
damage for fire based spells; 2) +1 to saves versus fire; 4) fireball; 6) flame strike; TU: nil.
Reorx: All priests of Reorx gain a +2 on any non-weapon craft proficiency; TU: turn creatures
of darkness and shadow. Chislev: TU: nil. Zivilyn: TU: turn. Shinare: All priests of Shinare
get +1 XP per 10 stl of treasure earned/acquired; 3) locate/obscure object; TU: nil. Lunitari:
All clerics of Lunitari gain a +2 bonus against any magical attack; TU: nil. The number
immediately preceding the name of a spell-like power indicates the level at which to power is
first granted to the priest. If there is no number proceeding the power, any priest of the deity
can use it. All granted powers are cumulative. For example, a 6th-level priest of Paladine can
use know alignment and flame strike once a day and can turn undead as a 6th level cleric.
Q. What creatures can priests of Reorx turn with their ability to turn "creatures of darkness
and shadow"? Why do priests of the evil deity, Sargonnas, gain the ability to turn undead? Is
this not a misprint?
A. Priests of Reorx can turn any creature with the ability to drain ability scores or life energy,
whether they are undead or not. For example, a priest of Reorx has no power over undead
such as skeletons or ghosts because they have no draining ability (the ghost's ageing attack is
not a draining attack). However, priests of Reorx can turn undead such as wights or shadows
because these undead can drain life energy or ability scores. Likewise, priests of Reorx can
turn non-undead creatures such as fetch, which have a draining attack. Priests of Reorx use
table 61 from the PH (page 103) to resolve turning attempts. If a creature is not listed on the
table, use the line from the table that shows the creature's hit dice. Priests of Sargonnas do
turn undead. Since the ability to turn undead allows priests and clerics to blast many types of
undead to dust, the Tales of the Lance designers felt that this would be an appropriate ability
for priests of Sargonnas, Krynn's deity of fiery destruction. The dates given for the delving of
Kal-Thax on page 59 of the World Book of Ansalon contradict the dates given on page 5, in
the "River of Time" section. Which are correct? The "River of Time" dates, 3100-2900 PC,
are the correct ones.
Q. According to the note on page 86 of Tales of the Lance, a sword knight of Solamnia gets
spells by meditating half-an-hour for each level of spell, but can meditate for spells only six
hours a day. At that rate, no sword knight above 11th level can get a full complement of spells
in one day. Is this a mistake? What spheres can sword knights use?
A. There is no mistake. Actually, it takes even longer for a high-level sword knight to gain a
full complement of spells than you think. Check out the text on sword knights on page 85. Not
only can a sword knight meditate for spells only six hours a day, he can only meditate for
spells one day a week. Sword knights can have large reserves of spells if they need them, but
they are not priests and do not have easy access to spells. Sword knights are granted spells
from the same spheres as priests of Kiri-Jolith (see page 86), but they do not get the priests'
granted powers.
Q. On page 116 of Dragon #174, there is a photo of a displacer beast miniature with four legs.
Now, the cover of the Monstrous Compendium Volume One shows a displacer beast with six
legs. However, the artwork in the displacer beast entry in the same volume shows the creature
with four legs, while the text in the entry says a displacer beast has six legs. Well, which is it,
four legs or six?
A. The DM has final say on this matter, not that it really makes any difference; displacer
beasts can get around on four legs at least as well as they can on six. Nevertheless, the text in
the Monstrous Compendium is the official and definitive authority on this matter, so displacer
beasts officially have six legs, not four. I suspect that the both the artist who did the
Monstrous Compendium cover painting and the designer who wrote the text looked at the
displacer beast illustration in the original Monster Manual that showed the creature with six
legs. The interior artist for the Monstrous Compendium probably did not read the text before
finishing the art, and the figure sculptor probably worked from the interior illustration and
presumably did not read the text either.
Dragon #191 wrote:
Q. Back in Dragon #177, you said the commune with nature spell should be in included in the
elemental sphere. What do the elements have to do with nature, and why would the elemental
powers grant such a spell?
A. First, I will remind you that the commune with nature spell is officially part of the
elemental sphere, as I explained in some detail in issue #177. I do not know exactly what you
mean by "elemental powers". However, elemental magic is not the sole province of the
powers that rule the elemental planes. Just about every nature deity in the AD&D Second
Edition game grants its priests major access to elemental spells, as even a cursory glance
through Legends & Lore and other rulebooks where deities are detailed will show. I assume
the game logic behind this is the fact that nature, at least in the AD&D Second Edition game,
is composed of the four basic elements: air, earth, fire, and water. In terms of game balance,
this change allows druids, and other nature priests who do not have major access to the
divination sphere, to cast the commune with nature spell. I think most Dungeon Masters and
players would agree it is silly to deny the commune with nature spell to druids, who are the
quintessential nature priests.
Q. You were being too hard on the reader who asked about the dimensional door psionic
devotion in issue #184. Where did you get the idea that one door always has to be right in
front of the psionicist? The psionicist can put the doors anywhere he wants them, as long as
they are in range. I think you were a lot more complex than you needed to be when answering
the question about "raining monsters" and the dimensional door psionic devotion in issue
#184. Where in the power description is there anything that suggests two-way travel between
the two doors is possible?
A. Regarding the placement of dimensional doors: Reread the second paragraph of this
devotion's description (CPH, page 69), and you will discover that one portal appears in front
of the psionicist and only the second portal can be freely placed anywhere within range. The
DM is left to decide what constitutes the psionicist's "front" in this case, but the definite intent
here is not to put this under the psionicist's control; exactly where the first portal should
appear is up to the DM, but the spirit of the devotion's description would suggest that it should
appear directly in front of the psionicist and about an arm's length away. CPH designer Steve
Winter points out the psionicist has some control over the first portal's location just by
deciding where he is facing when using the power. Steve also points out, however, that the
portals are immobile once created, so if the psionicist turns around while maintaining the
power, his back will be to the portal. Regarding the direction of travel: As CPH editor Andria
Hayday points out, the fifth sentence of the description's second paragraph clearly states a
creature can enter either portal and immediately step out of the other portal.
Q. I was flipping though my old back issues when I ran across your discussion of why chain
mail is more expensive than ring mail, an inferior armour type. Why is chain mail, with all
those individual links of chain, cheaper than plate mail or plate armour?
A. Plate mail in either version of the AD&D game is a suit of chain mail with several solid
metal plates worn over it for extra protection, so it should be no surprise that it is more
expensive than simple chain mail. Plate armour is more expensive than either plate mail or
chain mail because it has to be custom-fitted for the wearer, while plate mail and chain mail
can be worn "off the rack". Furthermore, plate armour is much more intricate than plate mail.
A complex system of hinged plates covers the wearer's joints (in a suit of plate mail, the
underlying chain mail does this job). Large or small, all the plates in a suit of plate armour are
manufactured from thick, high-quality steel that is carefully hammered into the correct shape
while the metal is cold. This process not only requires very good steel, it requires large pieces
of steel that have a consistently high quality throughout. Chain mail, on the other had, can be
manufactured from whatever bits and pieces of iron or steel the armourer has lying around.
Also, while making chain mail's many separate links is arduous, the armourer has the luxury
of tossing out badly made links. An armourer who is hammering out a whole breastplate
cannot afford even small mistakes, if there is an error, an entire piece has to be thrown out or
laboriously remade. Finally, plate armour has to be periodically heated and cooled again
during manufacture to restore the metal's strength and flexibility in a process called annealing.
The armourer must carefully judge just how far he can push, pull, and bend the metal before it
has to be annealed. Proper annealing makes a suit of plate armour very strong, but too much
annealing yields metal that is much too weak to provide good protection. This additional
opportunity for error makes plate armour production even more costly.
Q. Is it possible for a character group from Athas to be transferred to the Ravenloft setting?
Can a ship's crew in a Spelljammer campaign be transferred to the Ravenloft setting? If so,
what would prevent them from just sailing off into wild-space and escaping? Does a party that
leaves the Demi-plane of Dread have to return to its home plane, or can it go somewhere else?
A. The mists of Ravenloft can entrap characters from any AD&D game setting. A
spelljamming ship's crew who find themselves in Ravenloft have the same problems as any
other adventurers, they are trapped until they can find a way out. Attempting to fly into wild-
space from the Demi-plane of Dread will bring the ship into contact with the Mists, which
returns the ship to a random location in Ravenloft. Ravenloft is a demi-plane, not a crystal
sphere, and has no wild-space to explore (though an imaginative DM always can modify this
as she sees fit). Most groups who manage to escape from Ravenloft do so through a
dimensional portal they have discovered. The DM is free to decide exactly how the PCs reach
a portal, and where such a portal leads.
Q. If a defiler from the Dark Sun setting casts a spell from a preserver scroll, or vice versa,
what type of magic would be released?
A. Generally, a spell cast from a scroll functions exactly as if the character who wrote scroll
cast it from memory; a defiler scroll thus releases defiling magic and a preserver scroll
releases preserving magic. I recommend you allow Athasian wizards to automatically know
the type of magic on a scroll when they cast read magic spells to discover the scroll's
contents. However, preserving is a more careful and thoughtful approach to magic than
defiling, which is a sort of quick-and-dirty magic. If the DM chooses, it is reasonable to
assume preservers can make adjustments while reading a scroll that prevent defiling.
Likewise, it is reasonable to assume defilers can take short-cuts while reading a preserver
scroll in order to release a defiling effect. In these cases, the adjustments are optional and
should happen automatically if the character decides to make them. Note whenever an
Athasian wizard writes a spell into his spell book, he writes according to his approach to
magic, that is, preservers write preserving spells and defilers write defiling spells, even if the
spell was discovered on a scroll written by the other type of wizard.
Q. If a defiler from the Dark Sun setting escaped the world of Athas and wound up casting
spells somewhere else, what affect would his magic have on the surroundings and how long
would it take before someone noticed?
A. This is up to the DM. It is possible that defiling works only on Athas. If the DM decides
defiling works in other places, then any defiling spell creates an area of lifeless ash according
to the amount of plant life in the area where the spell is cast (see the Dark Sun set's Rules
Book, page 60). How long it takes the locals to notice the devastation depends on where the
defiler starts casting spells, who witnesses the spell casting, how alert and caring the local
deities are, and a whole host of other factors too numerous to mention here. Common sense
has to be your guide. If the defiler casts a spell under the royal court wizard's nose, the locals
will immediately notice something is up. If the defiler winds up on a deserted island, it is
possible nobody ever will notice.
Q. Hey! Have half-orcs left the AD&D game permanently, or will there be rules for them be
released soon?
A. In April, TSR will release the Complete Book of Humanoids, which will include rules for
PC half-orcs and many other types of humanoids. Pretty much everything you need for
oddball humanoid PCs will be provided, including class and level limits, character kits, and
new proficiencies.
Dragon #192 wrote:
Q. What effect does a nilbog have on a spelljamming helm and how many small-sized
humanoids can you stuff into a hammership and still sail it? While we are on the subject, how
much damage does a spelljamming ship do when it rams a planet-bound target?
A. Beyond the fact that healing magic causes them damage, nilbogs have no particular effect
on the way magical items and devices function. The chief consequence of having a nilbog in
the vicinity is that creatures tend to act in a contrary fashion. Based on the passenger and
cargo capacities for a hammership, I would estimate you could haul about 120 small creatures
(four per ton of cargo capacity) in addition to the crew of 24; however, this would not leave
much space for a shipboard volleyball league. If you stacked up the passengers like cordwood
instead of letting them sit or stand, you probably could double the passenger load (another
120 creatures). In any case, once you put more than 60 creatures on a hammership you had
better be planning on a short trip because the air is going to run out fast. If a spelljamming
ship rams a structure, use the ramming rules from the Spelljammer boxed set or the War
Captain's Companion and the fortifications rules from the Battle System Miniatures Rules.
Unless the spelljamming ship performs a violent manoeuvre just before ramming the
structure, assume that the ram automatically hits. Assume the hit ratings on page 82 of the
Battle System rules equal hull points. The basic formula for damage is ship tonnage divided
by 10, then multiplied by the Ship's Rating (SR). In an atmosphere, one point of SR equals a
movement rate of 24. Treat all ramming attacks against structures as head-on rams (see War
Captain's Companion: Book 3, page 8); therefore the spelljamming ship itself suffers damage
equal to half the damage inflicted on the structure, using your ship as a siege engine can work
in a pinch, but it is a losing proposition in the long run. If the attacking ship is not equipped
with a ram, use the crash rules instead. If a spelljamming ship rams a creature, the damage is
1d6 for each hull point normally inflicted by the ram. Therefore, a 50-ton ship moving at a
speed of 48 (SR 2, slow for a spelljamming vessel) would inflict 10d6 points of damage.
Generally, however, creatures of less than Gargantuan size cannot be rammed by
spelljamming ships as they can just step out of the way. In any case, the helmsman must hit
the creature's armour class.
A. A ziggurat is a stepped or terraced pyramid; you probably can find a picture of one in a
book about the ancient Middle East or pre-Colombian Central America or in an
encyclopaedia. Kalak is an evil sorcerer king from the World of Dark Sun world. Exactly why
he ordered his ziggurat built is just one of many nifty little secrets awaiting the fans of Dark
Sun games and novels, and I will not spoil it by revealing it here.
Q. Can a magical staff or quarterstaff be made into a morning star and still retain its
enchantment? If my character (intelligence 14) placed several iron spikes into one end of the
staff, would this destroy the magic?
A. No, you cannot make a staff into a morning star, no matter what your character's
intelligence score is. A staff just does not have the necessary mass. Yes, driving spikes
through one end of a staff will ruin it, no matter what your character's intelligence score is. A
staff is thin enough so that it will split if somebody starts driving spikes through it, and it is
even more prone to splitting near the ends.
Q. If a character were to cast flesh to stone on a kender, and then rock to mud, then moulded
the mud into the shape of say, a kobold, then cast mud to rock followed by stone to flesh,
would the end result be a kobold or just a lifeless mess of kender parts?
A. This is up to the DM, but I am inclined to favour the "lifeless mess of kender parts".
Petrified characters can survive a great deal of damage to their stony forms, but major damage
results in injury or deformity (see stone to flesh spell description on page 181 of the PHB). In
other words, what happens to the stone form happens to the creature. At some point, abuse
inflicted on a petrified creature has to spell death. Disintegration, for example, obliterates a
petrified creature. Reducing the creature's body to a homogeneous, liquid mass is just as fatal
as grinding it into tiny bits.
Q. Can you please publish information on which of the new spheres of priest spells from the
Tome of Magic are granted by the deities from the book, Forgotten Realms Adventures? If
you publish the answer to this question, I will send you $20.00. I am serious.
A. Gosh, my first bribe. Okay, try these unofficial suggestions on for size. I picked them
mainly to match the spheres with each deity's portfolio, personality, and alignment. Generally,
I gave more new spheres to the greater powers than to the lesser and demi powers.
Note that pages 14 and 15 of the TOM provide detailed guidelines for assigning new spheres.
Also, there has been some talk at TSR, Incorporated about officially assigning the TOM
spheres to all previously published deities in a new deities book. The final plans for this
project have not yet been made. As for your $20, keep it; or better yet, donate it to your local
children's hospital (your yellow pages should have the address and phone number).
Q. If a spell casting vampire wielding a staff of power or staff of the magi broke it in a
retributive strike and was not sent to another plane, would the explosion destroy the vampire,
or just force it into gaseous form?
A. According to the item descriptions in the DMG (page 154), a retributive strike either sends
the staff's wielder to another plane or "totally destroys" the wielder. After total destruction,
there's nothing left to regenerate, unless the wielder is a tarrasque (see next question).
Q. Gee, I really like your column, and I never would have begun to wonder what would
happen if you turned a tarrasque into a bunny and tried to eat him if it had not been for you.
So, if the tarrasque were "killed" by a sphere of annihilation, does it still require a wish to
keep it dead?
A. Yes, somebody really would have to use a wish to keep the tarrasque dead after it was
destroyed by a sphere of annihilation. The tarrasque cannot be utterly destroyed by any means
unless a wish is used to keep it dead; otherwise, the critter just comes right back. Note also
that the tarrasque's sheer size might allow it to survive contact with a sphere of annihilation,
as discussed in Sage Advice, in Dragon #180. Contact with a sphere might annihilate only a
two-foot chunk of the beast, which might not do much more than make it really mad.
A. Umber hulks, and just about every other type of creature, can drink an indefinite amount of
alcohol without getting drunk, provided the drinking is spread out over a sufficient amount of
time. The real question is how much and how fast. The rate at which a creature can imbibe
alcohol and still remain lucid depends on a number of factors including general state of
health, contents of the digestive tract, and many others. The prime factors, however, are body
mass and the strength of the alcoholic beverage. A 150-pound human can expect to be drunk
after drinking three ounces of hard liquor or 36 ounces of beer in one hour. An adult umber
hulk probably weighs in at about 450 pounds, and probably could put away three times that
much alcohol before becoming drunk.
Q. Can a spell caster teleport or teleport without error inside a dragon while holding onto an
arrow of dragon slaying and thus kill both the spell caster and the dragon? If you cannot
teleport into the dragon could you teleport onto its back and then stick the arrow of dragon
slaying into the dragon?
A. Generally, an enchanted missile must be fired or thrown for it to work. They cannot be
used as melee weapons; however, I have seen DMs allow PCs to stab with arrows when they
are desperate. The arrow usually breaks after one attack, hit or miss, and the wielder suffers
the non-proficiency penalty for his class. The various forms of teleporting move creatures
from place to place. Although "place" is a term that is not easily defined, a creature generally
is not a place. Obviously, a planet-sized creature that houses the whole campaign world is an
exception, but anything small enough to attack in a hand-to-hand fight is not.
Q. How far can a fighter who is 6' tall and weighs 200 pounds jump while wearmg a girdle of
giant strength? I mean, a normal man with the strength of an 18' or 24' giant should he able to
make flea-like jumps.
A. Jumping is a feat of strength, but it does take a little agility and skill, too. Otherwise, long-
jumpers would look like weight lifters, not runners. I would suggest using the rules for the
jumping proficiency on page 61 of the PHB. If you like, you can increase the maximum
attainable jumping distance by one or two feet per point of strength beyond 18/00. The 6'
fighter in your example could broad jump a maximum of 36' using the rules as they are
written, a pretty impressive leap. Using the modified maximums, the character could attain 38'
with a girdle of hill giant strength and 48' with a girdle of storm giant strength.
Q. The PHB lists the price of a trained falcon as 1,000 gp. This is twice the price of a war
elephant! What is the correct price for the falcon?
A. A trained falcon costs 1,000 gp. Not only are these animals rare, they are greatly prized for
use in hunting and as status symbols. Consequently, the bird's market value is extremely high.
Q. What, exactly, is a lair? The Monstrous Compendiums gives details such as the number of
creatures inside the lair and the kinds treasure that can be found there, but they do not
describe what a lair is. Are they single rooms? Entire dungeons? Single dungeon levels? If
they are just single rooms, how can 20-200 creatures (the common number appearing for
humanoids) fit inside? Also, where in a lair would treasure go?
A. A lair, simply put, is a place where a creature lives. A lair's size, layout, and location varies
with the creature's needs. As you point out, large numbers of creatures need more lair space
than single creatures do. The "Habitat/Society" and "Ecology" sections in most creatures,
Monstrous Compendium entries should help you decide what kind of lair a creature will have.
You might also want to check out the various Book of Lairs products for sample lairs. Where
in a lair will a creature put its treasure? In the most secure place it can think of. Unintelligent
creatures, however, probably will not realize their treasure is valuable and will not take any
pains to hide it; instead, they will drop the stuff wherever it is convenient to do so. Very
intelligent creatures probably not only hide the gold and gems in a secure and well guarded
place, but also carry their magical treasures with them, so they can use their magical items
against invaders.
Q. If an enlarge spell is cast on a creature to increase its size, and then permanency is used to
make the increase permanent, can enlarge be used again to increase the creature size again? If
so, can this second enlargement be made permanent? If so, how many times could this process
be repeated?
A. There is nothing in the rules to prevent this sort of thing, so technically, a wizard could
keep this process going until he runs out of constitution points (the caster lose one point of
constitution for each permanency spell cast). A house rule that limits enlarge or reduce effects
to one per creature might not be a bad idea. In any case, note that a wizard can enlarge or
reduce only 10 cubic feet of material per level. This is not as much as it sounds, 10 cubic feet
is 1'x1'x10' or 1'x2'x5', et cetera.
Q. Just before our group's most recent adventure one of our players suggested our characters
should cast a rope trick spell and a permanency spell so that we would have a safe place to
hide two pieces of an artifact we were carrying (this fellow also suggested that we could
disguise the rope trick as a child's swing.) At the time, our characters did not have the
resources necessary to cast these spells, but would it have worked it we had tried it? Also,
does the extra-dimensional space created by a rope trick work like a bag of holding? Can it be
used as a stationary bag of holding?
A. In either version of the AD&D game, rope trick is not a spell that can be made permanent.
The extra-dimensional space created by a rope trick can hold up to eight man-sized creatures,
which gives it a volume of about 1,000 cubic feet. There is no weight limit given. Given these
characteristics, yes a rope trick can be used for storage, at least until its duration expires.
Q. Mapping paper with a hexagonal grid (as opposed to a square grid) seems to be excellent
for accurately showing distances north to south (and vice versa), and distances northeast to
southwest, or northwest to southeast (or vice versa), but how do I measure distances east to
west (or vice versa)?
A. Just count the columns/rows of hexes between the east-west points, as this produces less
distortion than you think.
Q. When a character gains a level and gets a new hit die, are all the character's hit dice re-
rolled to get a new hit point total? Or do you just roll one die and add the result to the hit point
total? Doing it the first way would tend to introduce a significant risk of giving the character a
new hit point total that is lower than the old one, would it not?
A. Okay, everybody out there who is snickering at this poor fellow can stop it. Heck, when
the Lake Geneva group was just starting to learn the original D&D game rules back in 1974,
we rolled new hit points for each character every adventure: "Wow, Noylund, you feel great
today!" It did not even occur to us that a character was supposed to have a permanent hit point
total. Anyway, your suspicion is correct. Just roll the new hit die, adjust for constitution, and
add the result to the character's hit point total.
Q. Why, with the advent of weapon specialization for fighters, school specialization for
wizards, and granted abilities for specialty priests, were the THAC0 numbers for monsters of
1+1 hit dice through 6 hit dice increased in the AD&D 2nd Edition game?
A. I wish you readers could have seen the original version of this question. The letter is
written in black crayon (or maybe colored pencil). It begins "From all the hurting
hobgoblins". It goes on for a page and a half, and is signed "Chairman of the Humbled
Hobgoblins". The AD&D Second Edition design team looked at the way the old "to hit"
number chart was put together and did a lot of frowning and head scratching. The table was
arranged in columns of two hit dice, except at the low end, where it essentially was divided
into half hit die increments. THAC0s improved one point per column except that they
improved by two on every second column. There also was the phenomenon of the "repeating
20" that I will not even try to explain here. The team eventually decided the old chart was
illogical and had to go. The new chart is easier to remember and has the advantage of making
things a little easier on PCs in campaigns that start out characters with zero experience points
and base starting cash. Play balance in your game probably will not suffer much if you go
back to the old chart, just remember to give out a little extra experience to PCs who defeat
monsters that have the improved THAC0s.
Q. If a character wished for an extra set of fully functional arms, located immediately below
the first set, would the character be able to wear two sets of bracers, gloves, or gauntlets?
Would the character be able to wear four rings?
A. First, any DM worth his salt should be able to think of all sorts of ways to make a character
regret wishing for an extra set of "fully functional" arms. Your mom might read this
magazine, so I will skip the examples that spring immediately to mind. Second, the short
answer is no, the character cannot wear extra rings, bracers, gloves, and the like. Only two
rings, and only one set of bracers, gloves, etc. will work for a single character, no matter how
many appendages the character has.
Q. A bastard sword is a medium-sized weapon, so halflings, gnomes, and small dwarves can
use it only with two hands. If the sword is used in this way, which speed factor and damage
should be used? How about large-sized and larger creatures using it in one hand? Should the
speed factor be lower?
A. A small creature wielding a bastard sword in two hands has to use the weapon's one-
handed damage and speed factor. The character just cannot manage the sword's full length. It
is up to the DM to decide if a large creature can get the benefits of two-handed use with only
one hand. Since a 5' or 6' human can get the two-handed benefit by shifting his grip on
sword's long hilt down toward the pommel, I suppose a nine-foot ogre could do the same
thing with only one hand. In this case, the ogre has to use the two-handed speed factor. Note
that a giant cannot get its extra damage dice unless it uses a weapon of proportionate size in
the proper manner. That is, a hill giant might be able to use a bastard sword with one hand and
inflict 2d4 points of damage (plus a strength bonus of +7); however, the giant has to use a
giant-sized bastard sword in two hands if he wants to inflict 4d4+7 points of damage.
Q. Can a troll die from starvation? The first Monstrous Compendium says a troll can grow a
new head in a week if it is decapitated. Where does the material for the new head come from
if it cannot eat?
A. Judging form the "Ecology" section of the "Troll" entry in Monstrous Compendium,
Volume One, it is pretty clear that trolls do have to eat. Troll regeneration can replace body
mass destroyed in combat, but it cannot maintain the troll's system if it is deprived of food,
water, or air. As you point out, they can go at least a week without food or water while
regenerating. The DM has to decide how long it takes a troll to starve if completely deprived
of food. I would suggest anywhere from one to six months. In any case, troll regeneration
does not need food or a source of matter, it simply replaces lost mass. This could come from
thin air, reserves within the troll, another plane, or anywhere else the DM decides, we are
talking about a fantasy creature here.
Q. Suppose a player aims a wand of wonder at a target less than 20' away. At that range, the
player would automatically be within the area of effect if the wand produces a fire ball. Can
the user, in the instant the effect is produced, sense what the effect is and re-target safely? I
would think so, since wands of wonder produce enough trouble without frying the user with
every fire ball.
A. Characters have to take their lumps when they fool around with wands of wonder. This
item is intended to keep players guessing, one literally "wonders" what will happen every
time the wand is used. Characters who do not want to be broiled in their own fire balls should
leave wands of wonder alone or a least point them at targets more than 20' away. Note that
fire balls reshape themselves so as to fill the entire volume when cast in confined spaces, so
wand of wonder users have to be extra careful when adventuring in dungeons.
A. This is up to the DM. The discussion of cover and concealment above might lead you to
conclude that Dexterity does not help characters using shield spells, since the spell description
says the spell produces an “invisible barrier” in front of the caster. On the other hand,
most DMs I know allow shield users the benefits from their Dexterity bonuses. This is
because a shield spell provides a form of personal defense rather than a wall the character
hides behind.
A. Protective items that grant a defensive bonus, such as rings and cloaks, are cumulative with
a shield spell. Items that provide a basic armor class, such as armor and bracers of defense,
are not. Note that shields are a type of armor, and hence belong to the latter category.
Q. The description of the spectral hand spell says that the hand can be used to deliver “touch
attack spells of fourth level or lower.” Does this mean that a multi-classed cleric/wizard PC
could not use spectral hand to deliver a cure light wounds spell to a comrade?
A. If you take the description literally, thatÂ’s exactly what it means. In this interpretation, a
spectral hand is strictly an instrument of combat and the magical channel between the caster
and the hand can conduct only baneful magics. However, a DM could decide that “touch
attack spells” means “touch-delivered spells.” Game balance in your game probably
wonÂ’t suffer if you decide to let spectral hand work with all fourth level and lower spells
with “touch” range.
Q. In one of our game sessions, an NPC priest used a word of recall while a PC was on his
back. As DM, I ruled that the priest and the PC both were transported back to the priestÂ’s
sanctuary. Was I right?
A. You might have been right. Since the priest was not gagged, he could have completed the
spell, which has a casting time of 1 and only a verbal component. (If the spell also had a
somatic or material component or both, the PC on the priestÂ’s back would have prevented
the casting. You just canÂ’t handle material components or complete somatic gestures while
in the midst of a wrestling match.) To reach a decision about this situation, you have to
balance two conflicting premises: One, game balance absolutely requires that opponents have
a chance to disrupt spells by interfering with the caster. Two, the word of recall spell is a
powerful bit of magic that is especially designed to allow the priest to escape when the going
gets rough. Generally speaking, a character cannot complete a spell if she is hit by an attack or
suffers damage during the casting process. However, just having something or somebody
sitting on a spell-caster is not necessarily enough to break the character Â’s concentration. If
the PC were using the wrestling rules (DMG, page 59 or PH, page 97) and had achieved a
hold that could be maintained from round to round, I would not allow the spell to be used—
you canÂ’t concentrate on magic when youÂ’re taking any kind of damage. If there was no
hold, IÂ’d go to the initiative dice, if the priest wasnÂ’t taking damage and beat the PC on
initiative, IÂ’d let the spell work. If the priest lost initiative, and the PC made any kind of
successful attack, the spell would be ruined and be gone from the priestÂ’s memory. In any
case, If the priest successfully cast the spell, IÂ’d let the priest choose whether to take the PC
along. If the priest did try to take the PC along, youÂ’d need to check the priestÂ’s weight
limit; if the PC and all the priestÂ’s equipment exceeded the weight limit, the spell would fail
and the priest would be stuck. Note that, as I mentioned earlier, a gag would prevent the priest
from using the spell no matter what was happening— no speech, no verbal component and
no spell.
Q. What is padded leather armor? This armor type is mentioned in table 29 of the PH (page
39) but isnÂ’t described anywhere else. Padded armor is described on page 75, but isnÂ’t
mentioned in table 29. Can thieves wear padded armor?
A. The reference to “padded leather” in table 29 is an error that has been corrected in
recent printings of the PH. Yes, thieves can wear padded armor, though its bulk tends to get in
the way. If you own an older book, change the final heading in table 29 to read: “Padded or
Studded Leather.” Neither of these armor types are particularly well suited to thieving.
Q. Page 186 of the DMG says that a vorpal blade can sever an opponentÂ’s neck on a
modified die roll of 20-23. What happens when the modified roll is higher than 23?
A. You seem to have overlooked the footnote that goes with the table in the item description.
The footnote says that only the swordÂ’s +3 bonus is considered when calculating the score
to sever. Therefore, no score higher than 23 possible— bonuses from strength,
specialization, etc. donÂ’t apply for this particular purpose. That is, the attack roll must be an
unmodified 17 or better before there is a chance to sever a neck (the chance can drop
depending on the targetÂ’s size and construction). Note also that the attack must hit. If a roll
of 17 or better is a miss, there is no damage inflicted and nothing is severed.
Q. Do all giant-sized humanoid monsters suffer a -4 attack penalty on gnomes and dwarves,
or just the creatures listed in the race descriptions from the PH? Dwarven and gnomish NPCs
in some modules are listed as having a defensive bonus vs. "gianttype ” creatures. However,
gnolls and bugbears, which have penalties to attack gnomes, according to the PH, are only
size Large.
A. Just for the record, trolls are size Large, too. Gnomes and dwarves have a racial ability to
avoid attacks from the creatures specifically listed in the PH, not against all humanoid
creatures above a certain size. Note, however, that many kinds of creatures generally qualify
as giants. These include ettins, formorians, verbeeg, and lots of others. Most of these creatures
appear under the term “giant-kin” in the various Monstrous Compendiums. The term
"giant-type creatures” you see in NPC descriptions is just a form of shorthand. It does not
mean, for example, that dwarves and gnomes get defensive bonuses vs. extra-large iron
golems, King-Kong-sized giant apes, or other massive creatures with humanoid shapes.
Q. When using the “Hovering at death’s door” optional rule from the DMG, would a
character who is revived after being reduced to fewer than zero hit points be unable to use
granted priest powers such as the clericÂ’s undead turning and the druidÂ’s shapechange for
a full day?
A. Being returned from deathÂ’s door is a taxing experience. A character who has gone
through this ordeal is a temporary invalid; he is barely able to move, much less cast spells, use
granted powers, fight, or even use most Nonweapon Proficiencies until he has rested a full
day. Some campaigns I know allow a heal spell to negate or reduce this period of
helplessness, but only if applied after the wounded character is brought back to consciousness,
and the character still loses any memorized spells.
Q. Why do weapons do different amounts of damage to creatures that are larger than man-
sized? I can understand why there might be an across-the-board difference, but why do some
weapons do the same damage to both man-sized and large creatures while some weapons do
less damage to large creatures and still others do more damage to large creatures?
A. As always, this boils down to questions of game logic and game balance. If you take a look
at the tables on pages 68-69 of the PH, youÂ’ll notice that most weapons that do less damage
to large creatures are type B—crushing and bludgeoning weapons. The sheer body mass of a
large creature tends to defeat these kinds of attacks. The remainder are very small, lightweight
piercing weapons that have the same problem with large creatures. Weapons that do more
damage to large creatures tend to be fairly large slashing or piercing weapons that can get at a
large creatureÂ’s vitals. Using a pike or a lance to skewer a man through the belly might be a
little tough (youÂ’re just as likely to poke him in the arm), but a giantÂ’s belly is a much
easier target. The weapons that do the same damage to opponents of all sizes donÂ’t fit neatly
into either category. A battle axe, for example, is a chopping weapon with a wedged-shaped
blade that cuts well, but canÂ’t penetrate too deeply because it is relatively small. When
considering game balance, note most weapons that do extra damage to Large creatures are
off-limits to wizards and most priests. Thieves and a few priests can get some of these
weapons, but only warriors can get them all. This gives warriors an advantage against the
gameÂ’s nastiest monsters and helps compensate them for their otherwise small bag of game
tricks.
Q. The otherwise excellent Thunder Rift module for the D&D game contains several multi-
classed, demi-human NPCs. Is this an attempt to make this module more like an AD&D game
adventure?
A. No. ItÂ’s just an editorial mistake. Ignore all references to human character classes in the
material about the moduleÂ’s demihuman characters.
Q. The two descriptions of the animate dead spell in the D&D game Rules Cyclopedia seem
to indicate that any kind of creature can be animated. If this is the case, and a powerful
creature, say a hill giant, was animated it would have nine hit dice. Could the resulting
creature be turned as a mere zombie or as an undead with similar hit dice (a vampire in this
case)?
A. Creatures created with animate dead are turned as either skeletons or zombies, depending
on what condition the remains were in when they were animated. If the animated creature has
more hit dice than the standard skeleton or zombie, it does get a THAC0 and saving throws
commensurate to its actual hit dice. Note that undead turning in the D&D game affects a
certain number of hit dice of undead. If, for example, a high-level spell-caster animated two
hill-giant zombies at nine hit dice each, a cleric would have to affect at least 18 hit dice worth
of undead to get them both, otherwise, only one hill-giant zombie will be turned (any
successful turning attempt affects a minimum of one creature).
Q. In the D&D game, can an item that is the trigger for a contingency spell be identified as
such by a find traps spell? What about analyze or lore spells?
A. A find traps spell might indicate a contingency trigger if the contingency in question has
the potential to harm the find traps caster or his party. For example, a contingency that
unleashes a dispel magic spell when a door is opened and in turn brings down a force field
that releases a flood of molten metal is a trap. Note, however, that find traps will indicate only
that the trigger item has a magical trap, it does not reveal the contingency spell itself or other
elements in the contingency. In the example, find traps would cause the door to glow and
would indicate a magical trap of some kind. The find traps caster would not be alerted to the
contingency, the force field, or the molten metal behind it. Analyze or lore might reveal a
contingency, and will if the item examined has no other magical properties. On the other
hand, these two spells might very well trigger the contingency.
Q. Do shamans and wokani have to obey weapon and armor restrictions as do clerics and
wizards?
A. The rules on pages 215-216 of the Rules Cyclopedia go out of their way to emphasize that
shamans and wokani are not “full” clerics or magic-users. This leads me to recommend
that such creatures be allowed to use weapons and armor appropriate to their races. For
example, a hillgiant wokan might use a huge club and be able to hurl boulders, just like other
hill giants.
Q. Will a creative writing major improve my chances of becoming a consulting writer for
TSR, Inc., after graduation? Will it help me get a full-time job writing for TSR, Inc.? How do
I go about getting a job at TSR, Inc.?
The answers to these questions have appeared in print time and again, but not anytime
recently and never in “Sage Advice,” so here it goes: Some kind of degree in English
certainly wonÂ’t hurt your chances of getting work with TSR, Inc., but your education isnÂ’t
nearly important as demonstrating the ability to write about games. The best way for you to
do this is to get something into print. Start by getting writer’s guidelines for DRAGON®
Magazine, DUNGEON® Adventures, and for the RPGA® Network (be sure to ask for
both POLYHEDRON® Newszine guidelines and the tournament program). Note that the
Newszine only accepts material from RPGA Network members, but anyone can submit
tournaments. In any case, take what youÂ’ve learned in your college English classes, write
something, and submit it. TSR, Inc., calls its “consulting writers” free-lancers, and it uses
a fair number of them. However, just about every freelancer TSR has ever used has had a
fulltime job and wrote for TSR to earn some extra cash—and for the thrill of it. There just
isnÂ’t enough money in freelancing to make even a marginal living if thatÂ’s all you do. So
plan on finding a decent job when you graduate. There are two official channels for inquiring
about employment at TSR. One is the personnel department, which handles hiring; TSRÂ’s
business address is printed on the back cover and title page of every TSR product. Adding the
words “Attention Personnel Department” to the address on your letter will speed up any
response. Frankly, writing to the personnel department probably will just get you a polite
form letter, but you asked the question. The other channels are the various submissions
editors. For magazines, write to the editorial address shown on the masthead—but get
writing guidelines before you submit anything, and donÂ’t bother with resumes and long
letters describing your life history. The Games Department of TSR does not consider
submissions from unpublished authors; you have to get some experience first. If you donÂ’t
have any luck with TSRÂ’s professional magazines, try writing for some of the industryÂ’s
other companies (and their magazines), or see if you can locate a good fanzine or game-club
newsletter. The latter small, amateur publications wonÂ’t make you famous, but theyÂ’re a
good place to get your feet wet.
Q. Do thief abilities such as hide in shadows and move silently work on undead in the
D&D® game?
A. Generally, yes. This also is the case in both editions of the AD&D game, too. Unless the
monster description states otherwise, undead have no special ability to detect creatures that
are invisible, hidden, silent, or otherwise concealed. Note that undead have infravision, which
can detect creatures hiding in shadows if there is no infrared (heat) source creating
“infravisional shadows” in the area. I have encountered campaigns that assume undead
creatures can somehow sense living creatures. The reasoning goes something like this:
Undead have no functioning sense organs—their eyes, ears, etc.—have rotted away. Since
they can detect neither light nor sound, their “senses” operate in some arcane manner that
makes invisibility or silence irrelevant. This house rule can add a new dimension to undead,
even to lowly creatures such as skeletons and zombies; however, the published rules assume
that undead somehow really do see, hear, etc. If you decide to adopt an undead “sense
life” rule, increase each undead monster’s experience value to reflect this special ability to
see invisible creatures. Also, youÂ’ll need to decide on a number of other parameters for the
ability, such as its range and what, if anything, blocks or disrupts it.
Q. Could a wizard on Athas make a living just selling walls of iron for scrap? How many
ceramic pieces would a wall of iron be worth? Could the iron be used for weapons, armour,
and tools? If the wizard kept a piece of a wall of iron, could she use it as the material
components for more spells? Would this also be true for wall of stone or wall of ice?
A. Iron is worth one gold piece (100 ceramic pieces) per pound in DARK SUN® campaigns
(see Dune Trader, page 72). A wall of iron contains a minimum of 12,403 lbs. of iron (about
25 cubic feet at 490 pounds per cubic foot). However, in DARK SUN campaigns, a wall of
iron spell has a duration of one turn per caster level (see the DARK SUN rule book, page 93).
A wizard might be able to sell a few chunks of iron as a scam, but the practice will catch up
with her if she tries it too often. While the material in a wall of iron functions as normal iron
in most respects, there is no reason why a Dungeon Master has to assume it can be worked as
regular metal can. For example, the DM might decide that iron from a wall of iron contains
certain impurities that cause it to form useless lumps of slag if heated and worked, and that it
simply flakes apart if worked cold. Note also that, regardless of its duration, metal from a wall
of iron radiates magic and can be dispelled. Even if it could be used to manufacture items,
those items can be destroyed by dispel magic effects. Having material components for spells
is an optional rule. I donÂ’t know any DM who uses this rule and also lets his players get
around it by using magically created material components—this is a question of game
balance. From the standpoint of game logic, the dweomer that maintains the wall of iron or
other magically created material either interferes with the spellcasting process or unravels
during the process. First, attempts to cast spells using a magically created object as a material
component are disrupted. Second, the magically created material component ceases to be and
it just isnÂ’t available to complete the spell. In either case. the attempted spell fails. Some
exceptions exist. Generally, items brought into being by a wish work fine as material
components, at least if the component is not rare or valuable; and a ZagygÂ’s spell
component case (from Unearthed Arcana) always produces usable material components.
Q. How would the Veiled Alliance interact with advanced beings such as dragons, elementals,
and avangions?
A. The same way everybody else does: with great circumspection. This would take the form
of admiration and civility in the case of elementals and avangions, and fear and loathing in the
case of dragons. Since avangions are high-level preservers, itÂ’s a pretty good bet that they
work pretty closely with any local branch of the Veiled Alliance—in fact, they probably are
former members of one Veiled Alliance or another.
Q. Dragon Kings says that avangions attract followers. Where are the charts for this?
A. There arenÂ’t any. The appearance of an avangion is a momentous event in any campaign,
and its affect on the game has to be carefully considered, then played out. The first thing the
DM has to do is identify the most notable and powerful good-aligned NPCs in the game; such
characters are certain to make overtures to an avangion when they learn that such a creature
exists. Likewise, most neutral and good folk who meet an adventuring avangion are going to
take a liking to the character (unless the player controlling it is a complete idiot). This is what
the rules are referring to when they mention allies.
A. This is up to the DM. Judging from my conversations with Tim Brown, Dragon Kings
author, advanced beings obey all the rules for spellcasting (see “Sage Advice,” issue
#189), which means they must sleep to regain spells. Otherwise, the DM is free to assume that
avangions never rest. Since the rules say that an avangionÂ’s mouth begins to disappear as its
form evolves, it would be reasonable to assume that avangions of 25th level or higher either
donÂ’t eat at all or eat unusual materials, such as the silver linings of clouds, moonlight
reflected off cactus spines, or the like. Perhaps only fully transformed avangions are
completely self-contained. Lower-level avangions who still have basically human forms
probably have to eat, but this, too, is up to the DM.
Q. Can avangions of level 26 and up use the Prolific Forestation and Prolific Vegetation
psionic enchantments? These spells not only require the use of hands (to carve a staff), but
also require the caster to walk, not run, fly, or levitate. Since high-level avangions must fly
only, they would have a hard time meeting this requirement.
A. Yes, avangions can use these spells. Nevertheless, the caster must walk. While avangions
of 26th level and above cannot walk in their natural forms, nothing prevents them from using
spells or psionics to change into something that can walk. A simple polymorph self spell or
Metamorphosis psionic power are only two examples of things that can do the trick. Note that
the avangion can stop and renew a spell if he needs to, so long as the Prolific Forestation or
Prolific Vegetation spell is not interrupted for more than a full round.
Q. The PlayerÂ’s Handbook states that elves routinely live up to 1,200 years. Given this, I
cannot fathom why elves suffer a -1 Constitution penalty. The rules do say that elves are not
as “sturdy” as humans, but this is illogical. If anything, elves should get a +1 bonus to
Constitution due to their hardiness and longevity.
A. Longevity is not necessarily synonymous with hardiness. A parrot lives a lot longer than a
horse, but horses have much better Constitution scores than parrots do. Still, play balance in
your campaign probably wonÂ’t suffer if you fiddle with demihuman racial modifiers a bit. If
you want to give elves a Constitution bonus, just eliminate the Dexterity bonus and assign a
penalty to some other ability score; elves in your campaign might have lower Wisdom scores
since their long years tend to make them a bit frivolous and impulsive.
Q. The notes about grey elves on page 17 of The Complete Book of Elves says that only the
Conjuration, Enchantment, and Greater Divination schools of magic are open to elven mages.
However, the chapter on the magic of the elves in the same book contradicts this by including
an Alteration spell, camouflage. Where did this rule come from? I canÂ’t find anything like it
in any of the other books.
Q. Since plants take in carbon dioxide and give off oxygen, what effect do they have on
spelljammers? Since elven ships are made from living plants, do their air envelopes last
indefinitely?
A. Individual plants produce only minuscule amounts of oxygen, They also actually consume
some oxygen when metabolizing the sugars they manufacture during photosynthesis. Healthy
plants also require lots of water, soil, and 12-18 hours of sunlight each day. Note that some
darkness also is essential for healthy plants. These limitations make them impractical for
spelljammers. The only reason plants can help maintain planetary atmospheres is because they
vastly outnumber the animals. The various “live” elven ships do not produce enough
oxygen to affect their own air envelopes—though I suppose a derelict wild ship that is badly
overgrown might have a fresh envelope when found. Elves can produce breathable
atmospheres from old armada-style ships (see Lorebook of the Void, page 56), but only when
several of these large ships are linked together in a large ring and allowed to grow into a solid,
immobile mass.
Q. Can a riddlemaster (a kit from The Complete BardÂ’s Handbook) use his probable path
ability to choose a specific card from a deck of many things?
A. No. The probable path ability depends upon clues that the riddlemaster can comprehend
and analyze. A deck of many things provides no such clues.
Dragon #195 wrote:
Q. When using the shadow walk spell from Unearthed Arcana, how does the user sense his
surroundings on the Prime Material plane? Does he sense them at all? Can the caster pass
through solid objects such as stone? Can he travel underwater? Can the caster move in three
dimensions? For example, can he descend into the ocean? Does the water even exist as far as
the spell caster is concerned?
A. Since the spell's primary use is for rapid travel on the Prime Material plane (in fact, the
caster never actually leaves the Prime Material plane), I suggest that you allow the user to see
the portion of the Prime Material that immediately surrounds him. What the character sees is a
monochromatic mass of shadows, just like what is visible at twilight (see table 62 from the
revised PHB, page 117). Since the caster is travelling at 126 miles an hour (seven leagues a
turn), he probably is not going to seem too many details while moving, objects would fly by
in one grey blur. The spell does not grant the power of flight, but it does negate most terrain
penalties. The caster can dash along the bottom of the ocean, through swamps, and over
mountains. In any case, the caster traces a path along the ground. When travelling across a
gorge, for example, the caster moves down one canyon wall, across the bottom, and up the
other wall. The caster can pass through cracks as though using a wraithform spell, but cannot
pass through solid objects. Note that the caster must be is a mass of deep shadows to begin the
spell, and I suggest that the caster always must end in shadows as well. Since this type of
travel tends to be disorienting, the DM might wish to use the getting hopelessly lost rule (see
DMG, page 128) applying modifiers for terrain and overcast conditions unless the caster is
following a road or knows exactly where she is going.
Q. The command dragon spell from Dragon #182 seems useless. The spell component, all the
shards of the egg from which the dragon hatched, is almost impossible to get and is used up in
the casting. Why would anybody put this spell into a book?
A. I do not see any flaw in your assessment of this particular spell's limitations. Player
characters probably would not have much use for this spell on a day-to-day basis; this is what
we call a "campaign spell" in Lake Geneva, not a wizard's bread and butter, but handy for
defining the game mechanics for bits and pieces of a campaign's storyline. Just how did Ailuj
save that village from a great wyrm when she was only 16? Or why is that gold dragon doing
just about everything that lich tells him to and how do we stop it? There is no save versus this
spell, so the reference to a save in the spell description (Dragon #182, page 12) probably is
supposed to refer to the dragon's magic resistance, if it is old enough to have any.
Q. Does a character wearing a periapt of wound closure suffer special damage from a sword
of wounding, vorpal blade or sword of sharpness?
A. Generally speaking, when the irresistible force (sword of wounding prevents magical
healing short of a wish) meets the immovable object (periapt of wound closure prevents all
open, bleeding wounds) you should rule in favour of the defensive power. In the case of a
sword of wounding, the periapt prevents the wearer from taking the extra points of bleeding
damage each round, the wound closes. In addition, the periapt wearer heals naturally at double
the normal rate even if struck by a sword of wounding. The DM is free to rule that the periapt
also allows magical healing of damage from a sword of wounding. I know many DMs who
consider a periapt of wound closure to be equal to or better than a wish when it comes to
healing wounds. If you follow the item's description to the letter, however, you will come to a
different conclusion. While the periapt allows the healing of wounds that would not do so
otherwise, sword of wounding damage heals naturally at the normal rate. The periapt's "heal
anything" power always applies to such things as damage inflicted by mummies, which
normally do not heal unless a cure disease spell is applied first. In this case, the periapt wearer
recovers hit points at the normal rate. He still is infected with mummy rot, however, and will
die eventually if the disease is not cured. The item's description makes no specific mention of
allowing magical healing that otherwise would not be possible, only normal healing that
would not otherwise be possible. A periapt of wound closure does not prevent damage nor
does it provide instantaneous healing. So I cannot think of any reason why the wearer could
not have her appendages severed by a sword of sharpness or otherwise forcibly removed,
though the periapt would prevent any additional damage from bleeding that the DM might
otherwise assign for the loss of an appendage.
Q. How long does a familiar summoned by a find familiar spell live? If a familiar dies of old
age does the wizard still have to make a system shock check and lose one point of
constitution? What happens to a familiar if its wizard dies? Can a familiar's hit points ever be
increased?
A. The spell description (see PHB, page 134) says the spell grants the familiar an
exceptionally long life. It is up to the DM to define this, but I suggest that the familiar should
have a basic longevity equal to the standard lifespan for the spell caster's race (see PHB, table
11, page 24). For example, a human caster's familiar would live 90+2d20 years. To calculate
the familiar's starting age, use the figures on table 11, but treat any maximum dice results as
minimums. For example, a human's familiar would have a starting age of 16-18 years, base
15+1d4 years, treating a rolled "4" as a "1". Given this approach, a familiar should not be in
danger of dying of old age before the caster does unless it is exposed to magical ageing or
unless the caster receives a magical boost to his own lifespan. In either of these cases, the
caster is obliged to care for his familiar, and the DM should inflict the full penalty if the caster
allows the familiar to die. Note that wishes, potions of longevity, and other magics that can
extend a character's lifespan also work on familiars. The spell description says a familiar loses
one hit point a day if separated from the caster. One could argue that death certainly is a
separation. If the caster is raised or resurrected before the familiar dies, the familiar is saved.
On the other hand, the DM might rule that the familiar can avoid hit point loss simply by
remaining within one mile of the caster's body. In any case, the bond between the caster and
the familiar should be dissolved at some point if the caster dies and is not raised or
resurrected. The dissolution of the bond ends the familiar's dependence on the caster and frees
the familiar from the caster's control. The DM is free to decide how long it takes for the bond
to dissolve; it might dissolve instantly on the caster's death, which would force the wizard to
summon a new familiar any time he dies and is brought back, and it probably should be no
longer that a number of days equal to the familiar's hit points. The spell description says a
familiar has 2-4 hit points plus one hit point per caster level. I suggest you take this literally
and give the familiar an extra hit point whenever the caster gains a new level.
Q. What happens when you put a bag of holding and a portable hole together? A friend told
me you get something like a nuclear explosion. Also, after reading Dragon #192, I began to
wonder what would happen if you put a bag of holding or portable hole into a bag of
devouring?
A. See the portable hole description in the DMG, page 177 for the consequences of putting
one of these items inside another. There are no explosions, but characters might wish there
was one instead. It is up to the DM to decide what happens when an extra-dimensional space
is placed inside a bag of devouring. I can think of two possible outcomes: One, the bag of
devouring works normally, it swallows the bag or hole just as it swallows any other bit of
animal or vegetable matter. Since a portable hole is made of some pretty peculiar stuff, it is
possible that the monster will not decide the hole is food and will not swallow the hole
immediately (see DMG, page 159. This might make it possible to remove the portable hole
before it is too late. (In campaigns where this happens, foolhardy PCs just might decide this is
a good way to test magical bags to see if they are bags of devouring; however, this is not a
very smart thing to do when you consider the possible danger). Two, the bag of devouring
acts like any other extra-dimensional space. In the case of a the portable hole, a gate opens to
another plane and everything within a 10' radius is sucked in. Sadistic DMs will decide that
the other plane is the monster's gullet, but this does not have to be the case. Technically, both
items should be destroyed when the gate opens, severing the connection between the bag and
the monster. The rules are unclear about what happens when you try to place one bag of
holding inside another, so I recommend that the bag of devouring either quietly swallow the
bag of holding or that the bag of devouring simply ruptures and dumps its contents into
nilspace just as a bag of holding does if overloaded (see the DMG, page 160).
Q. Page 78 of the Complete Priest's Handbook says priests of the god of peace have to be
Lawful Good. What does order and bureaucracy have over freedom and diversity?
A. A lawful alignment generally does imply a desire for order, but not necessarily a liking for
bureaucracy. War by its very nature is disruptive and chaotic, so its natural antithesis is law.
Furthermore, finding peaceful solutions to conflicts, and identifying conflicts that cannot be
solved peacefully, requires patience, dedication, and self discipline. Consider the great degree
of self sacrifice that most United Nations peacekeeping efforts require, peacekeepers have to
set a non-violent example and tend to be in great danger all the time. These are not virtues
associated with chaos. Note that lawful good creatures seek what is best for the greatest
possible number of thinking, deserving beings. This generally includes some measure of
freedom and diversity, elves are just as deserving of the fruits of peace as are dwarves,
halflings, humans, and other races who have enough self control not to act in a predatory
fashion all the time. Only neutral or evil lawful beings seek to establish rigid codes that much
be slavishly followed.
A. Creatures on the Demi-Plane of Dread still have alignments, even though divination magic
cannot detect or identify their auras. Ravenloft characters are in no way exempt from
alignment restrictions. Note also that Ravenloft campaign player characters must be very
careful about evil actions, as these can cause Ravenloft powers checks, which eventually can
transform the character into a DM controlled creature. Actions that have consequences
dependent on alignment, such as picking up a weapon with the wrong alignment, are
unchanged in the Ravenloft setting. These arise from the interaction between the character's
aura and the item's enchantment, you cannot see a brick wall in utter darkness, but it still hurts
if you collide with it. I suppose one could test a character's alignment by tricking him into
picking up an aligned sword. All such attempts should be played out, with the DM making
sure that the NPC in question is suitably wary. Note that this kind of testing can be both
unreliable and dangerous. For example, if a party finds a magical sword in one of Ravenloft's
domains, they have no easy way to check its alignment, even if they handle it themselves. If a
sword has a lawful neutral alignment, any lawful character can handle it safely (see the
Dungeon Master’s Guide, page 187), and the PCs might just arm a lawful evil adversary.
Likewise, a sword with a chaotic good alignment is dangerous to any character who is not
chaotic good. Handing such a weapon to a potentially friendly lawful good NPC is certain to
sour relations.
Q. Why were the new spheres of priest spells from the Tome of Magic not included in the
Tales of the Lance boxed set, and why did you not include them in your discussion of Krynn
deities in Dragon #190?
A. As it was, Harold Johnson and the other Tales of the Lance authors ran out of room long
before they ran out of things to say about Krynn. In fact, nearly a quarter of the original
manuscript had to be dropped from the product. A smidgen of this material has seen print in
Polyhedron Newszine, and the rest is still awaiting publication. Needless to say, references to
the optional material in the Tome of Magic were out of the question. I did not talk about the
Tome of Magic priest spells in Dragon #190 because the reader who posed the question about
Krynn deities did not ask about them. Since you asked, here are my unofficial suggestions for
using the Tome of Magic spheres on Krynn:
I have been getting a fairly steady stream of requests for this type of material (though there
still has been only one attempt at a crass bribe). So, starting with the next issue, I will work
through all the pantheons in the Legends & Lore tome, one pantheon a month, until they are
all done or until TSR, Incorporated releases a product that makes the effort moot. If the
enterprise still seems worthwhile after I finish the Legends & Lore pantheons, I will move on
to the Monster Mythology deities (the deities of the Forgotten Realms setting appear with the
additional spheres from the Tome of Magic in Dragon #192).
Q. What kind of spell books would an elven magician/minstrel (from the Complete Bard's
Handbook) have? How would the character go about gaining spells?
A. The character would have two completely separate sets of magical writings. One would be
a set of books just like any other wizard would have, and one would be an eclectic
aggregation of notes such as other bards would collect. The character would add spells to each
list in the manner appropriate to each class: through scholarly study and research as a wizard,
and through happenstance as a bard. The exact process is up to the DM. In any case, the
character must follow all the normal rules for spell acquisition, and must roll a "chance to
know" each time a spell is added to either list. The character could attempt to add a spell from
her wizard list to her bard list, but would have to make a second "chance to know" roll. When
memorising spells, the character cannot cross lists. For example, if the character knew magic
missile as a wizard, but not as a bard, she could memorise this spell only as a wizard and
could not use her bard spell "slots" to memorise extra magic missile spells. The character's
Intelligence score still determines the maximum number of spells the character can have in
each list.
There is no “Sage Advice” staff—there’s just me and anybody I can buttonhole for a
few minutes to discuss the intricacies of game rules. Of course, the DRAGON Magazine
editorial staff is a vital cog in the “Sage Advice” machine, but they don’t swing into
action until IÂ’m done my monthÂ’s work. I had to stop making personal replies more than
six years ago—the volume of mail was and is just too great. I read the words “please print
this letter” almost as often as I read “please write back.” I cannot do the latter. Nor can I
print every question I get—I never print entire letters. I ask myself several questions when
deciding what to print:
1. Is this a question I’ve printed before? “Sage Advice” couldn’t possibly keep pace
with all the new inquiries it gets if we spent time and space reprinting old questions. Also, the
column would be pretty boring to read if it was packed with retreaded material all the time.
Before you write, take a look through your back issues and see if your question already is in
print; your local book store, library, or game store might be able to help here. I do sometimes
revisit an old topic, but only if I feel there is need for a clarification.
2. Are a lot of readers asking the same or similar questions? If I get three or more readers
asking about the same thing, I usually answer the question. In a sense, you could say that it is
the readers who decide what appears in this column.
3. Is this question specific and answerable? Some questions just donÂ’t have any answers.
“How can I become a better DM?” is one that I see several times a year. Fortunately, this
magazine prints many, many articles on DMing techniques every year.
Sometimes readers donÂ’t give me enough to go on. One question that is sitting in the pile
right now asks about such-and-such a monsterÂ’s actual hit points. The reader didnÂ’t even
give me a single clue about where this creature appeared. Sure, I like a little challenge once in
awhile, but you stand a much better chance of getting a question printed if you assist by
telling me where to start looking for the answer, especially if your question involves a
potential misprint or editorial omission. Include the title of the product and the page number
where you found the problem. Check out the next question for an example of what I mean.
Q. IÂ’m having trouble using Table 22: Player Character Living Expenses in the DMG, page
34. What is included in these costs, just basic needs? Also is the cost for a single character or
a whole party of characters?
A. The table gives the monthly cost for a single character’s room and board— housing,
food, and miscellaneous services (such as laundry, mending, and bathing). Obviously,
characters living in squalid or poor conditions arenÂ’t going to receive many extra services,
and characters living in middle-class or wealthy conditions are going to receive a lot of extra
services. Costs for adventuring gear and supplies are not included. Likewise, costs for new
clothes, stabling for mounts, training, medicine, and similar expenses are not covered.
Q. Does a jongleurÂ’s (from The Complete BardÂ’s Handbook) use of her dodge ability
count as an action? That is, can she dodge and attack, or dodge and cast a spell in the same
round?
A. Since the kit description describes the dodge ability as a sudden, agile leap to safety, IÂ’m
inclined to suggest that you treat a dodge as an action. If the jongleur loses initiative, she can
either use her dodge ability or forego it, weather the attack, and take another action. If the
jongleur wins initiative and takes an action, she cannot dodge until the next round.
Alternatively, you might allow a jongleur who has won initiative and taken an action to dodge
during the same round if she beats the opponent’s die roll—each character rolls 1d6, if the
jongleur rolls higher, she can attempt to dodge. If the roll is tied or the jongleur rolls lower
than her opponent, she has to take her lumps like any other character.
Q. If a wild-talent psionicist is using Synaptic Static and another wildtalent psionicist tries to
use another power, say Elongation, how is the psychic contest resolved given that neither
character is using an attack or defense mode?
A. You resolve this contest the same way youÂ’d resolve any other psychic contest. Many
readers seem to be confused by the fact that the psychic contest rules (see The Complete
Psionics Handbook, pages 22-24) use attack and defense modes as an example. All psychic
combat takes the form of a psychic contest, but you use the psychic contest mechanics
whenever two or more psychic powers are in conflict—the presence or lack of attack or
defense modes notwithstanding. As one example, if two wild-talent psionicists are trying to
Telekinese an object, use the psychic contest rules. In your example, the character using
Synaptic Static uses his Synaptic Static power score for the contest and the other psionicist
uses her Elongation power score. If the Synaptic Static user wins the contest, the Elongation
power fails. If the Synaptic Static user initiated the power first, he is the defender in the
contest and he wins ties. If the Synaptic Static user initiates the power in order to disrupt the
Elongation power, he is the attacker.
A. Generally, these proficiencies have similar purposes, but different game mechanics. These
two works actually were developed in parallel, one by the TSR, Inc. staff and the other by
freelancers, so the overlap isnÂ’t surprising. While you are correct that the proficiencies in
question are very similar, their game effects can be quite different. The three Navigation
proficiencies seem to be similar on the surface, but work differently. The SpacefarerÂ’s skills
allow a navigator to move more efficiently between points in space. (This implies that the
navigator knows where he is, but this isnÂ’t necessarily the case. The only thing the navigator
really knows is what to do in order to get where heÂ’s going in the shortest possible time,
which could be a seat-ofthe- pants undertaking.) The War CaptainÂ’s skill allows a navigator
to know exactly where his ship is in relation to his destination (and to the rest of the sphere if
he also has the Astronomy proficiency). Celestial Navigation also allows the character to
direct ramming attacks. All three proficiencies allow navigators to avoid hazards. If you have
both books, you might consider requiring a character to know Celestial Navigation before
learning Wildspace or Phlogiston Navigation (though dropping Celestial Navigation
altogether would makes things a lot simpler for PCs). Slow Respiration is a mental skill
(based on the characterÂ’s unmodified Wisdom score) that is fairly easy to use; it also
incapacitates the character, allowing no other actions. Slow Breathing is a difficult physical
act (based on Constitution score -5), which has the same effect as Slow Respiration but allows
the characters to at least move around. Further, a character using Slow Breathing can
converse, eat, and even fight if she makes an additional proficiency check. Slow Respiration
is best for most characters because it doesnÂ’t carry a huge ability-score penalty. However, a
character with a very high Constitution score might be better off with Slow Breathing. The
logic behind both proficiencies seems sound to me, and your campaign wonÂ’t suffer if you
make both proficiencies available. Semaphore and Signaling do virtually the same thing, so
use your judgment and pick one for your game. Signaling is easier to use (Intelligence +2
instead of unmodified Intelligence for Semaphore), but Semaphore allows the user to send
and receive messages more quickly if he spends extra slots on the skill. Whatever you pick, it
would be best to drop the other proficiency from your game. Freefall allows a character to
temporarily ignore sudden shifts in gravity. This is quite different from Zero-Gravity Combat,
which allows a character to fight normally in the total absence of gravity—and even move
around a bit. Both these proficiencies should be useful to spacefarers. Note these skills donÂ’t
overlap: Freefall does not negate the combat penalties for fighting in the absence of gravity
(see Concordance of Arcane Space, page 14). Likewise, Zero-Gravity Combat does not
prevent a character from being tossed about, perhaps catastrophically, when her shipÂ’s
gravity plane shifts.
Last issue, I promised to start giving unofficial suggestions for using the optional spheres of
priest spells from the Tome of Magic with the deities in Legends & Lore. IÂ’ll work through
one pantheon a month until theyÂ’re all done. HereÂ’s the list for the American Indian
pantheon:
A. The text in the PH is correct, a character pays one extra slot to choose an "out-of-group"
proficiency. The text in the Complete Priest's Handbook is erroneous. So, the fighter in your
example pays three slots for healing, and two slots to read and write a language. Note that
speaking a language costs any character one slot (except speciality priests of Deneir, in some
cases; read on).
Q. How much damage does a call lightning spell inflict? The 2d8+1d8 per caster level seems
a bit high, and must be a mistake. Is it not really 2d8 + 1d8 per two caster levels? How long is
the bolt of lighting created by this spell? Can the bolt hit a flying creature?
A. No mistake, call lightning inflicts 2d8 points of damage plus 1d8 points damage per caster
level. A 5th-level druid would inflict 7d8 points of damage. Note that the target can save
versus spell and reduce damage by half. Note also that call lighting can generate more than
one bolt of lighting, one every turn so long as the spell's duration and the storm or other
atmospheric disturbance that makes the spell possible lasts. When a bolt is generated, it
flashes straight down from some point in the sky to the surface below, land or sea. The
lightning fries everything within 10 feet of the stroke. The DM is free to decide how high up
the point of origin is. If the bolts are being generated from a djinni's or air elemental's
whirlwind, the bolts should begin no higher than the whirlwind (40-80 feet in the case of an
elemental, up to 70 feet in the case of a djinni); if the bolts are generated from a storm, I
would suggest a point of origin anywhere from 1,100 to 1,800 feet high (1,000 + 1d8 x 100).
Note that the bolt stops when it strikes the surface.
Q. Page 103 of the PHB says that undead turning is not disrupted if the character using the
power is attacked. Does this apply to other granted powers as well?
A. Generally, a granted power, such as undead turning or the druids shape change and other
granted powers cannot be disrupted. Treat them like innate abilities, they require some mental
effort, but have no casting time, and have only token verbal and somatic components. If this
blows the play-balance in the game, however, the DM should feel free to treat some granted
powers just like spells that the character gets automatically without praying or special effort.
Basically, the more like a spell a granted power is, the more justification the DM has for
ruling that it can be disrupted. If a power can be disrupted, it should work in play just like a
spell, with a casting time, a full-fledged verbal component, and maybe even a somatic and
material component. The flame strike ability granted to priests of the Dragonlance setting
deity Paladine might fall into this category.
Q. The rules say that a spell is disrupted and lost if the caster loses initiative and suffers
damage or misses a saving throw. What happen when the caster makes her save, but still takes
damage, from a fire ball for example? What happens if a spell caster is struck by an attack
that inflicts damage for several rounds, such as Melf's acid arrow?
A. Damage from any source absolutely disrupts a spell, even if the spell caster makes her save
versus the attack. If the caster is suffering continuing damage from Melf's acid arrow, flaming
oil, or a wound from a sword of wounding, I suggest that you use the normal initiative rules to
decide at what point in the round the character actually suffers the damage. Make no modifier
to the initiative roll for the continuing damage. Modify the caster's roll according to the spells
casting time, and any other standard initiative modifiers that apply. Note that some initiative
bonuses, such as being hasted, set to receive a charge, or being on high ground do not apply;
in this case, the initiative roll reflects the caster's ability to concentrate during the spell's entire
casting time, it does not reflect the caster's ability to beat an opponent to the punch. If the
caster loses this initiative roll, the spell is disrupted and lost.
Q. The Forgotten Realms Adventures book says speciality priests of Deneir can speak any
languages that Denier can speak without taking any reading/writing proficiencies. First, how
many languages does this power actually let the priest speak? Second, what does reading and
writing have to do with speaking a language?
A. Speciality priests of Deneir can speak any language spoken by natives of Toril and the
crystal sphere that immediately surrounds it, provided that the caster actually can make the
sounds. If the language depends on subsonics or ultrasonics (as whale languages), the priest is
out of luck. Likewise, a priest of Deneir cannot speak the draconian tongues of Krynn, the
Common tongue of Oerth, or any other language that originated outside Toril's crystal sphere.
The reference to the reading/writing proficiency is an error. However, the priest does not have
to spend a non-weapon proficiency to learn a Toril language. The character does have to
spend slots to read and write a language. Note that this ability does not necessarily mean that
the character has any special gift for teaching languages to others, if a party wants to learn
how to speak blink dog so they can cheerfully bark to each other and keep eavesdroppers
ignorant the DM should feel free to put his foot down. Likewise, it is not be unreasonable to
assume that the priest does not have free access to all those languages, the knowledge might
not manifest itself until the priest actually meets a creature who uses a different language:
"Oh, look at that couatl sitting on that step pyramid! Do not worry guys, I just remembered I
speak Maztican!" Note also that this an example of the kind of granted power that cannot be
disrupted.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities in Legends & Lore. I will work through one such pantheon a month
until they are all done. Here is the list for the Aztec pantheon:
Ometeotl: As the embodiment of the universe, Ometeotl grants his priests major access to
spells from any sphere, including the eight listed in the ToM.
Huitzilopochtli: Major: War; Minor: Time, Travelers.
Quetzalcoatl: Major: Thought; Minor:Time, Travelers.
Mictlantecuhtli/Mictanchihuatl:Major: Time; Minor: Thought, Wards.
Tezcatlipoca: Major: Chaos, Time;Minor: War.
Tlaloc: Major: Time; Minor: Law.
Chalchihuitlicue: Major: Time; Minor:Wards.
Tlazolteotk Major: Chaos; Minor: Time.
Xochipilli: Major: Chaos; Minor: Travellers.
Xochiquetzal: Major: Time; Minor: Chaos.
Metzli: Major: Time; Minor: Wards.
Centeotl: Major: Time; Minor: Chaos.
Ixtlilton: Major: Time; Minor: Wards.
Q. According to Monster Mythology, the elven deity Deep Sashelas has aquatic elf shamans
and speciality priests. I thought aquatic elves could not he spell-casters.
A. According to the aquatic-elf description in the Monstrous Manual, there are some worlds
where aquatic elves cannot cast spells. On most worlds, however, aquatic elves have the same
class and level restrictions as their land-dwelling cousins, which allows them to become
powerful wizards and very respectable priests.
Q. The deities Lolth and Vhaerun are listed in both Drow of the Underdark and Monster
Mythology. However, these hooks list different statistics for each of these deities. Which sets
of statistics are correct?
A. In both cases, use the Monster Mythology information on the deities themselves and on
their priests. Monster Mythology was published after Drow of the Underdark and represents
an update. Note that the Drow of the Underdark material on the ethos, rituals, customs,
equipment, etc., associated with each deity is still valid. Also note that deities use a variety of
avatars, and that both Lolth and Vhaerun might send forth avatars conforming to either set of
statistics, depending on the circumstances.
Q. Can the various trick how shots from the Complete Book of Elves he combined? I imagine
not, unless it really was TSR's intention to create elven machine gunners, which is what could
happen if characters could combine the double-arrow shot with the quick-draw. Also, can any
elf do the trick shots or does a character have to spend a weapon proficiency on each one?
A. If you carefully read the double-arrow shot description (CBE page 73), you will find that
the archer can fire only one additional arrow in the round the archer took the double-arrow
shot. This is an inherent limitation to the double-arrow trick, since it takes extra time to
properly arrange the arrows on the bowstring. Note that only two arrows can be placed in the
bow at once. Also, no archer can make two double-arrow shots in the same round without a
haste spell or similar magic. I suppose the elf could declare a quick-draw in addition to a
double-arrow, but since the elf still can use the bow only twice, he would incur the quick-
draw "to hit" penalties for nothing. Otherwise, an elf can combine the other types of trick
shots; just add up the modifiers. Of course, the elf needs to make special preparations to
combine some kinds of shots. For example, an elf using a quick-draw from a hanging tree
position would not have enough arrows on hand to make her multiple shots without some sort
of special equipment to keep the arrows in her quiver as she hangs upside down. The various
trick shots are optional rules, and the DM might not allow them in the campaign. If they are
allowed, any elf who has a bow proficiency can use them, they are "free" racial abilities.
Q. I am a little unclear about how to use the special powers of the spellfilcher kit from
Complete Book of Elves, page 87. How does the kit's detect magic ability work? Also, the
spellfilcher gets a level-based bonus to disarm magical traps. How do you determine what this
bonus is when the character is multi-classed? Since the spellfilcher also can use detect magic
once a day per level, how is that level determined?
A. The detect magic ability works just like the wizard spell of the same name; note the level-
based duration and chance to identify the type of magic detected. The character's effective
level when using either ability is the character's wizard level.
Q. The general material on dragons in the Monstrous Manual says that a dragon's combat
modifier added to its age category gives its spell caster level. However, the description of
each type of dragon gives a base number for spell-caster level that is increased by the combat
modifier. Which is correct? Also, I seem to remember reading somewhere that the combat
modifier also applied to a dragon's THAC0. This makes sense, since a dragon surely would be
able to attack more effectively as it grows older.
A. The level at which a dragon casts its spells and uses its special abilities is its combat
modifier plus a fixed number that varies by subrace. You can find this number in the "Breath
weapon/special abilities" section of each subrace's description. The reference to age categories
in the general section is an editorial error. A dragon's combat modifier does not apply to its
THAC0. Several volumes of the Monstrous Compendium, however, contain a typographical
error that says otherwise. This error is an artifact from the earliest drafts of the material on
dragons for the AD&D second edition game, and you should ignore it. While a dragon's
combat prowess does improve as it ages, its adjusted hit dice take care of its improving
THAC0; just apply the dragon's adjusted hit dice to table 39 in the DMG. For example, a
hatchling white dragon (HD 5) has a THAC0 of 15 and a very old white dragon (HD 16) has a
THAC0 of 5.
A. The Astral plane is not a toxic or inherently hostile environment, so getting sent there is
not fatal in and of itself. On the other hand, there are plenty of astral monsters and other
hazards, so your errant traveler still could be in trouble. Whether the character can return to
the Prime Material plane is up to the DM. Generally, travel between planes is not possible
except by magical means. If the character has no such means at hand, the DM can construct
an adventure for the character that allows for some chance of escape; perhaps the character
can find a natural portal between the planes or strike a deal with a passing creature that has
planar-traveling abilities. You can get more detailed information on the Astral plane in the
PLANESCAPE™ Adventures boxed set, which will be released in April, 1994.
Q. What happens to a dual-classed character if the level of his original class is suddenly
boosted so that it matches or exceeds the level in his current class? For example, a 6th level
fighter/7th-level mage would normally be free to use his warrior and wizard abilities without
penalty because his mage level exceeds his fighter level. If the character reads a manual of
puissant skill at arms and becomes a 7th-level fighter, what happens? Does the character have
to go back to choosing which class he will use for each adventure until he reaches 8th level as
a mage?
A. Judging from the text on page 45 of the PH, itÂ’s pretty clear to me that the character has
to go back to choosing which class to use again, just as he would if he were to lose a level to
an energy drain and became a 6th-level mage. It would be entirely reasonable for the DM to
rule that the character cannot benefit from the manual at all. The text on page 45 says that a
dual-classed character never can gain experience in a class once it has been abandoned in
favor of another class. The only exception to this is that a character can replace levels that are
lost somehow. Considering the rarity and power of magical books, I donÂ’t think the
campaign would suffer if the manual worked; the character is not actually devoting any time
or energy to studying the old class—he’s just the recipient of a big power dump. The DM,
however, would not be violating the spirit of the rules by not allowing it; thereÂ’s no
compelling reason to automatically assume the character can retain or utilize what the book
grants.
Q. Can characters carrying around a mirror of retention use it to “film” their adventures?
Can the mirror be used to capture short “takes” as long as the total recording time
doesnÂ’t exceed the mirrorÂ’s capacity of 24 hours? Can the mirror be used to capture
sunlight to provide illumination and confound undead? Can the mirror be used to copy maps
or scrolls?
A. A mirror of retention (from the Tome of Magic, page 140) must be hung in a room no
larger than 50Â’ square and commanded before it will function. If the mirror is removed from
the wall, it stops recording. It can be played back anywhere, however. I suppose a party could
carry a mirror of retention from place to place in a dungeon or large building, and use it to
take snapshots, but remember that it doesnÂ’t work unless it is hung in a room that does not
exceed the size limit. The party could hang it on a wall and use it to record an encounter in a
chamber, but if the PCs are carrying the mirror during an encounter it records nothing. A
mirror of retention can record sunlight streaming into a room, but the image played back on
the mirror is just that, an image. The recorded sunlight has no affect on undead and the light
the mirror sheds during playback is very faint, no brighter than a television screen in a dark
room. The playback could be used as a weak light source in a pinch, but a character couldnÂ’t
see very much with it. If the mirror is properly hung and operated, it could record a map or
other piece of mundane writing—provided the room where the mirror is hung has sufficient
light for reading at the time of recording. The mirror also could record a superficial image of a
magical scroll, but such images are useless; they cannot be used to cast any spells inscribed on
the scroll or to add the spells to a spell book; it takes the original scroll—in its entirety—to
produce its magical effects. Note that if the image in the mirror were usable, then the writing
on the scroll would fade as soon as it was recorded. Subsequently, if the image is read or
copied from the mirror it fades away, too. A scroll can be used only once, and player
characters cannot get around this limitation easily, and certainly not through a mirror of
retention.
Q. What happens when a mirror image spell is cast in very close quarters; that is, when a six-
foot radius is not available for the extra images to shift around in? Will a fireball, dragon
breath, or other area effect dispel a mirror image?
A. Nothing special happens when the spell is cast in close quarters. A mirror image spell not
only creates multiple images, but considerable distortion as well. In this case, the distortion is
probably just a little stronger than normal. Provided the caster is free to move, attacks against
the caster still have a chance to be misdirected. On the other hand, if the caster has his head on
a chopping block, a mirror image spell isnÂ’t going to make the headsman miss. Barring this
kind of situation—one where it is clear to the DM that the attacker knows exactly where the
caster is—a mirror image works normally. Mirror images are dispelled only by melee or
missile attacks, or by a dispel magic effect. Other kinds of magical effects do nothing to a
mirror image. Note that an anti-magic shell would cause every mirror image in its area of
effect to wink out, but only for as long as the images remain within the area of effect.
Q. Exactly how many spells does a dragon know at each age level? Can they change their
spells each day like a wizard or a priest can? Can a dragon acquire new spells like a wizard
can?
A. The table included with each dragonÂ’s description gives the number of spells a dragon
can know. This number varies with the type of dragon and its age category. A dragonÂ’s
repertoire of spells is fixed and cannot be changed or expanded. in the core AD&D game
rules—they actually keep spell books. The DM is free to decide how gold dragons go about
getting new spells, but I suggest you use the normal spell acquisition and research rules for
wizards. The Council of Wyrms boxed set, which will be released in June, 1994 will contain
lots of new material on dragons, including dragon spell-casters.
Q. What happens when a character wears two items that bestow magic resistance, say an
amulet of magic resistance and a robe of the archmagi?
A. This is up to the DM, but I strongly recommend that only the most powerful item
functions. In other words, if the character in your example had an amulet of magic resistance,
20% along with the robe of the archmagi, which grants 5% magic resistance, the character
still would have only a 20% magic resistance (from the ring). I recommend that you apply this
rule even for naturally magic resistant creatures such as drow or tanarÂ’ri. Magic resistance in
the AD&D 2nd Edition game is a powerful ability, and once the DM lets it get out of hand,
your game balance probably will go right out the window. If youÂ’re playing the AD&D 1st
Edition game, where magic resistance is adjusted according to the level of the caster and a
magic-resistant creature canÂ’t necessarily walk around causing magical effects to collapse,
you can afford to be a little more lenient. Even then, be careful. High-level games give you a
little more breathing room; at low level, magic resistance in the original game is even more
formidable that it is in the current game. If you decide to make magic resistance cumulative in
your original AD&D campaign, you still should not allow magic resistance to accumulate if it
comes from similar sources. A drow wearing a robe of the archmagi could add the 5% to her
natural magic resistance, and wizard could add the values of a robe of the archmagi and an
amulet of magic resistance. No character, however should be able to wear two amulets of
magic resistance and add their effects together, only the most powerful amulet should
function.
Q. How is the wizardÂ’s chance to hit an opponent determined when he casts a fireball or a
lightning bolt? What about things like dragon breath?
A. Unless the spells description says otherwise, all area effects hit automatically. The spell-
caster decides where the effect will originate (within the limits of the spell) and the DM
decides who or what is within the area of effect. Other area effects, such as dragon breath,
work exactly the same way. In the case of dragon breath, the dragon “aims” the breath
weapon as it wishes and anything caught in it must save vs. the effect. There are several other
forms of attack that donÂ’t require attack rolls, such as gaze weapons and mental attacks.
Note that while such attacks always “hit” they don’t always work; most of these attacks
allow a saving throw that negates or reduces the effect.
A. According to The Complete Priests Handbook, three priests (or clerics) of the same faith of
at least 2nd level must get together in a temple dedicated to their deity and pray for a full
hour. At the end of the hour, they must cast create water, protection from evil, and purify food
and drink. This process creates a half gallon of holy water (16 four-ounce vials). Any extra
water from the create water spell must be channeled off before the ritual is complete, or the
DM can assume that the extra water simply disappears during the ritual. For every two priests
added to the group, an additional half gallon of holy water can be created, up to a maximum
of four gallons of holy water at one time. I strongly suggest that you require holy water to be
held in specially blessed vials (cost 2-5 gp each). You might also require an expensive font
and basin (value 100-10,000 gp, depending on capacity) to hold the holy water while itÂ’s
being created and dispensed into vials. If the DM wants more control over who creates holy
water and when, it wouldnÂ’t be unreasonable to add extra spells to the ritual. IÂ’d suggest
chant, (to be maintained the whole time) bless, prayer and possibly combine. The required
vials can be blessed in a similar ritual, which is required to make the blessing permanent.
Q. Do clerics and priests automatically know how to pray for all their spells, or do they have
to learn how to pray for certain spells?
A. Any priest, including clerics and druids, knows how to pray for spells—this inherent
knowledge is part of what makes the character a priest. The priest might have to undergo
training as she advances in levels, but this is an optional rule (see DMG, page 49) and should
apply to all classes if a campaign uses it. Note that priests can invent or acquire entirely new
spells in much the same way as wizards can. In this case, the priest must spend time and
money discovering and learning the new prayers.
Q. How long do the various prismatic wall effects produced by a wand of conjuration last?
How can these walls be dispelled? How long does the curtain of blackness effect last?
A. The prismatic wall lasts six turns, just as though created by a 6th-level caster. These walls
can be negated only by the appropriate counter spell, see the prismatic wall description in the
PH, pages 191-192. I suggest you give the curtain of blackness a duration of six turns.
Q. What kind of barriers can stop a wall of fire spell? For example, if a ring-shaped wall is
cast next to a tower, will the ring pass through the tower? If not, will the whole spell collapse?
A. Unless the DM wants to encourage some truly egregious abuse of this spell, I suggest that
any solid barrier stops a wall of fire or similar spell. In this case, unless the tower wall as an
opening at least 20Â’ tall to admit the wall of fire, the effect stops when it encounters the
tower. I donÂ’t think itÂ’s reasonable to have the whole spell collapse, but the DM might
force to spell-caster to reduce the radius until the wall of fire fits in the space available, or to
use the sheet version of the spell arranged in a ring; this version has a total area that is less
than one tenth of the ringÂ’s area. Or, the DM can just rule that there is a gap in the ring
where it intersects the tower.
Q. Can a flaming sphere be cast in the air above a creature? Since the sphere is soft and
spongy, how fast would it fall? If the sphere encounters a magic-resistant creature, what
happens if the creature makes its magic-resistance roll? How big an area does the sphere
illuminate?
A. ThereÂ’s nothing in the spell description that leads me to believe that a flaming sphere has
to be cast on the ground. If cast in the air, it would fall straight down at its normal movement
rate (30Â’ a round) until it strikes the ground; if the sphere’s duration hasnÂ’t expired before
it hits the ground, it begins rolling in the direction the caster was pointing at the time of
casting. Treat the sphere as an in-place effect when adjudicating magic resistance. That is, the
sphere collapses if the magicresistance roll succeeds. Note that there are several in-place
spells that actually are mobile, including protection from evil, which moves with the recipient,
and some of the wall spells, which can be pushed over or dropped on creatures. The DM has
to decide theatrical details such as how much light a flaming sphere sheds. The impression I
get from the description is that the ball looks a lot like a big, glowing coal. It shows up pretty
well in the dark—and really screws up infravision—but it doesn’t shed much light at all,
maybe enough to show vague detail within about six inches of the sphere.
Q. In WGR5 Iuz the Evil, the words “celbit” and “jebli” are applied to tribes of orcs in
the land of Iuz, but didn’t an earlier WORLD OF GREYHAWK® products use these
names in a different manner?
A. Actually, there are no authoritative definitions for either of these names in print anywhere
(at least none I know about). Nevertheless, these words are Flan names for two humanoid
races: “Celbit” is the Flan word for kobold and “jebli” is the Flan word for goblin.
Here is a more complete list of Flan names, courtesy of reader Gene Weigel of Albany, N.Y.:
Orc: Euroz
Goblin: Jebli
Ogre: Eiger
Gnoll: Kell
Kobold: Celbit
Hobgoblin: High Jebli
Elf: Olve
Dwarf: Dwur
Halfling: Hobniz
Gnome: Noniz
Gene gleaned these names from the original WORLD OF GREYHAWK boxed set (TSR
product #1015).
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Celtic and the Chinese pantheons in Legends & Lore:
Celtic pantheon
Chinese pantheon
A. Wraithform does not prevent spellcasting or psionics of any kind, nor does it prevent
attacks. All the casterÂ’s attacks, however, must be directed at targets on the Ethereal plane.
Personal spells such as fly or infravision work normally on the caster. Attack spells such as
magic missile or fireball work, too, but, only when cast at ethereal targets. The DM must
decide about spells and psionic disciplines that fall in between. Clairvoyance, for example,
cannot cross planer boundaries and IÂ’m inclined to suggest that a caster in wraithform can
scry only ethereal locations. Likewise, fly spells can be cast, by touch, on creatures other than
the caster, but the DM might rule that only ethereal creatures can be touched. (After all, a
touch-delivered attack spell would have to be used against an ethereal target.) As “Sage
Advice” has pointed out before, invisibility does not prohibit all spellcasting, only offensive
spells.
Q. A character affected by an OttoÂ’s irresistible dance spell must roll a 20 to make any
saving throw. Do saving-throw bonuses from high ability scores or magical items apply, or
does the character have to roll a “natural” 20?
A. Judging from the spell descriptionÂ’s wording (PH, page 190), IÂ’d say the victim
actually has to roll a 20 on the saving throw die, ability score and magical bonuses
notwithstanding. I can think of one exception: if the victim has a scarab of protection (see
DMG, page 179). IÂ’d allow magical bonuses to apply to all saves while the victim is
dancing. Note that the scarab has no effect on saving throw bonuses from ability scores.
Q. Exactly how much damage does the defiling regeneration spell (from the DARK SUN®
settingÂ’s Dragon Kings book) inflict on attackers? For example, if a 30th-level defiler is
battling a druid, how much damage does the druid suffer for each point of damage inflicted on
the defiler?
A. You seem to be confusing the damage caused by casting a defiling spell with the hit points
the defiler regenerates as result of casting the spell. The druid in your example suffers no
damage at all. Creatures protected by defiling regeneration draw energy at the expense of the
land, not their opponents. They regenerate at a flat rate of 2 hit points per round if damaged
but still above 0 hit points, and 1 point per round if reduced to 0 hit points or less. Note that
when the recipient reaches full hit points she is no longer damaged and stops regenerating.
The defiling regeneration spell produces a minor defiling effect similar to what a normal
defiler spell produces, but the area is very small-no larger than the protected creatureÂ’s feet.
This is why a battlefield where defiling regeneration has been used is littered with ashen
footprints instead of great circles of ash. An opponent engaged in combat with a protected
creature does not suffer any pain or initiative penalties as she would if caught in the area of
destruction created when a defiler casts a normal spell. I suppose an opponent could be hurt if
a creature protected by this spell was regenerating while in flesh-to-flesh contact (as might be
the case during wrestling or overbearing combat), but the only effect would be non-damaging
pain and the accompanying initiative penalty Defiling regeneration is a defiling magic,
however. The act of casting this spell kills all plants within 3-30 yards (depending on the
terrain, see Rules Book, page 601, leaving an area of lifeless ash in their place. Living
animals, monsters, and people within 30 yards suffer ld6 points of damage for every
experience level the caster has gained over 20 (see DK, page 44). The caster might
inadvertently kill the creatures he is trying to protect with this spell unless he is careful to
place them outside this damage radius.
Q. What happens when the owner of a pouch of security (from the D&D game) dies? Does
the pouch scream if someone picks it up, or does the next person to pick up the pouch become
the owner?
A. Based on the item description (Rules Cyclopedia, page 241), IÂ’d suggest that a pouch of
security becomes unattached to any character after lying unattended for more than one hour.
The pouch can be considered unattended if the owner is dead or more than 120Â’ away.
Q. IÂ’ve noticed that all the goblinoid deities in the Monster Mythology book are evil. Can
goblin PC shamans and witch doctors worship human or demihuman deities instead?
A. Of course they can! Most deities are picky about their priestsÂ’ and worshippersÂ’
alignments, but very few are concerned with race. If the deityÂ’s description doesnÂ’t
specifically mention a racial requirement for priests or worshippers, there isnÂ’t one. Note
that the priest in question must meet the racial and ability-score requirements for the priest
class. Your goblin has to have a Wisdom score of at least 9 to be a priest of any deity.
Q. Would it be possible for two small creatures to tear a magical cloak in half so each could
benefit from it?
A. Generally speaking, breaking or tearing a magical item destroys the item. The DM might
allow a tailor to carefully cut a magical robe or cloak in half and use the material to make two
garments, but there should be a chance that the magic will fail during the alteration. I suggest
a base roll of 12 or better, modified for the itemÂ’s enchantment (see DMG, page 38), I
suggest a +2 or +3 for a cloak of displacement, for example. If your campaign uses
nonweapon proficiencies, the tailor should make a proficiency check, too. If the check fails,
the cloak is ruined. If the proficiency check is very good, say the exact number required, the
cloak might get an additional saving throw bonus.
Q. IÂ’ve been busy compiling a list of spells from various AD&D game products, and IÂ’ve
hit a snag. In several places, different books give different levels for the same spell, for
example, dispel illusion is listed at third level in the original PlayerÂ’s Handbook and fourth
level in Oriental Adventures. Which should I use? Also there are a few spells that are so
similar that I donÂ’t know which to use, for example mummy rot from The Complete
Wizard’s Handbook and mummy’s touch from the FORGOTTEN REALMS®
Adventures book.
A. Generally speaking, you should go with the most recently published material. Other
considerations sometimes take precedence, however. In the case of dispel illusion, for
example, youÂ’re dealing with a spell that has been written out of the current game.
Illusionists in the original game got this spell as a third-level spell, and wu jen (who are
generalists) got it as a fourth-level spell. In the current game, illusionists donÂ’t get
Abjurations at all, so I recommend pegging dispel illusion at fourth level. If youÂ’re playing a
FORGOTTEN REALMS campaign, you probably ought to use mummy’s touch because it
was created for FR campaigns. If you use another world, your decision depends on how nice
you want to be to spell-casters. Mummy’s touch is generally more powerful than mummy rot,
and is two levels lower to boot (magic on Toril tends to be potent). On the other hand,
mummy’s touch has a save, and mummy rot does not (at least when the spell is used against a
human, demihuman, or humanoid). You might want to compromise and use one spell or the
other as a fourth-level spell.
Q. Can a character who is illiterate fall victim to a glyph of warding, explosive runes, or
symbol spell? What if the character is blind or his vision is obscured by magical darkness?
A. When dealing with a glyph of warding, ignorance is not bliss. A glyph is a magical ward
that fires whenever the condition the caster imposes comes to pass. It doesnÂ’t necessarily
have to be read, in fact, it is seldom even seen. Explosive runes are another case entirely.
They are not triggered until the writing they protect is read; a character who cannot see or
cannot read cannot trigger the runes. A symbol need not be read to take effect, but it must be
seen. Illiterate characters viewing the symbol are subject to its full effects. Creatures that
cannot see the symbol are never affected, no matter why they canÂ’t see it: blindness,
darkness (magical or normal if the creature does not have infravision), and something as
simple as a blindfold all prevent a symbol from taking affect. The illusory script spell also
falls into this category; the script need not be read, but it doesnÂ’t work unless it is seen.
Q. Is it possible for cities and towns in Faerun to have community deities as described on
pages 46-47 of The Complete PriestÂ’s Handbook? IÂ’d like to run a priest character who
worships such a deity, but my DM wonÂ’t let me because there are no community deities
mentioned in the Running the Realms book (from the new FR boxed set).
A. There are numerous local deities throughout the Realms (see Running the Realms, page 45,
first paragraph). These deities probably qualify as quasi-powers and the civic-deity rules from
the CPH would fit them nicely. Nevertheless, your DM might not want to mess around with
such deities, as the CPH itself points out. Talk this over with your DM again; if the DM still
nixes your proposal, pick a mainline deity for your character.
Q. Is there any limit to the number of stoneskin spells that can be cast on a single character?
Our PC group was recently set upon by a horde of foes, each protected by more than 100
stoneskins. Will stoneskin protect a character from falling damage? How may “attacks”
will a protected character lose if an opponent hurls a handful of small objects (rocks or gems)
at her from close range?
A. The spell description doesnÂ’t give any limit to the number of stoneskin spells a creature
can enjoy at once. This, however, can lead to tremendous abuse. (One hundred stoneskins
each? Give me a break!) I strongly suggest that you roll only once for the number of attacks a
stoneskin spell negates and that this number applies no matter how many spells subsequently
are cast on the recipient. For example, if a 20th-level wizard casts three stoneskin spells on a
fighter, roll 1d4 + 10 for the number of attacks negated. If the roll is a “2” the fighter is
protected from 12 and only 12 attacks. Once 12 attacks negate the spell the fighter can receive
a fourth spell and can make a new roll. I also recommend that you give stoneskin a maximum
duration of one day. This prevents a wizard with time on her hands from casting stoneskin on
every soldier in an army. Stoneskin protects against physical attacks in which something is
hurled or struck against the victim: cuts, slashes, blows, bites, claws, tail slaps, etc. Magical
and energy attacks are not negated. One could make a case for treating a fall as a blow, but I
recommend against it. The recipient becomes something like a big statue, which is generally
immune to blows, but it still can shatter if itÂ’s pushed out a window and falls to the ground.
Note that the character is protected from caveins and avalanches, as these are situations where
objects are hitting the character. Note also that magical attacks work against the character no
matter how the spell delivers damage; magic missiles, lightning bolts, ice storms, and the
various Bigby’s hand spells go right through stoneskins. Generally speaking, one of a
stoneskin’s protections is negated for each attack roll made against the character. A
reasonable DM is going to call for one roll if a handful of pebbles is thrown at a target
because all the pebbles are released at about the same time and all hit at about the same time,
so this kind of attack should count against a stoneskin spell only once. Otherwise, a character
could blow down a stoneskin by hurling handfuls of sand or dust. Likewise, an avalanche or
cave-in negates one attack. Arrows, on other hand, come at their targets one at a time.
Q. Were rules for half-giant clerics left out of Earth, Air, Fire, and Water on purpose? My
group and I assume this is a mistake, because of the line on page 20 that says any Athasian
race can become clerics.
A. This was an editorial oversight. Halfgiants have no particular affinity for any one element
and have an advancement limit of 12th level regardless of the type of cleric they become.
Q. You forgot to include SuneÂ’s spheres in your list of Tome of Magic spells for
FORGOTTEN REALMS deities in issue #192.
Q. What Tome of Magic spells can druids cast? Your lists of spells for various specialty
priests includes some deities that grant spells to druids, but the lists are never the same!
A. The lists vary because each set of spells is tailored to the deity and its portfolio, not to
druids in general. A druid who worships a particular deity gets access to whatever TOM
spheres are listed for the deity. For druids not dedicated to a specific deity IÂ’d suggest the
following: Major: Time, Wards; Minor: Travelers.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Egyptian pantheon in Legends & Lore:
A. None of the races in the two books you mentioned are particularly inclined to become
psionicists. On the other hand, if the DM chooses to allow it, I see no reason why any of them
canÂ’t be psionicists. I suggest 7th level as the upper limit for advancement, just like elves
and half-elves. Note that psionicists must be lawful, and have several ability score
requirements. These are detailed on page 8 of The Complete Psionics Handbook (CPH). Any
character can have a wild talent; just use the rules for wild talents, which start on page 19 of
the CPH. DonÂ’t forget the nonhuman penalty (50% reduction in the adjusted chance to have
a wild talent). All PCs on Athas have wild talents, so the nonhuman penalty is irrelevant for
DARK SUN® campaigns.
Q. What, exactly, happens when the Dark Powers of Ravenloft form a new domain? Does the
original land just disappear? According to the Forbidden Lore boxed set, the Athasian city of
Kalidnay has become part of the Demiplane of Dread, but in Merchant Houses of Amketch
the ruins of Kalidnay are still on Athas. Both products feature identical maps. WhatÂ’s going
on here? Which is the real Kalidnay?
A. Exactly what happens when the Dark Powers form a new domain is unrevealed. Kalidnay,
however, illustrates the results. When the Dark Powers recognize one of their own, the Mists
rise up and whisk the offender away to the Demiplane of Dread. The land, buildings, and
large objects surrounding the offender are unaffected, but all the people nearby are drawn into
the demiplane along with the offender. When the new domain forms, it is an exact replica of
the area where the offender was when the mists arose. Except for the fact that the people are
gone, the original area is unaffected. What happens to unintelligent animals in the area is not
clear. The new domain is fully populated with the appropriate normal animals, so either the
animals are drawn into the demiplane or new animals form along with the domain. Likewise,
important personal property, including magical items, treasure, and other items important to
the transferred characters move to the demiplane, as do all items people are wearing or
carrying. To an observer on the original plane, it appears that the mists have washed over the
land like an ocean wave and carried away all the people. Some people might escape the mists,
but they would have to leave the area quickly So, the “real” Kalidnay exists both on
Athas, as a deserted ruin inhabited by squatters, and as an island of terror in the domains of
Ravenloft.
Q. The Dark Recesses booklet from the Forbidden Lore boxed set says Athasian characters
can be transported to the Dark Domains. Will the Dark Powers transport non-Athasians to
Athas?
A. The Dark Powers never transport anyone out of Ravenloft, but it is possible that a portal
leading off the demiplane might lead to Athas. Any creature passing through such a portal
will wind up on Athas even if it didnÂ’t originally come from Athas.
Q. After rolling up a saurial flyer rogue using The Complete Book of Humanoids, it came as a
rude shock that none of the rogue kits are available to saurials. Is this an oversight?
A. You seem to be confused by the requirements sections in the rogue kit descriptions (which
start on page 83). Two kits, scavengers and tramps, are available to “any humanoid,”
which includes all the saurials and every other race in the book. In this context, the term
“any humanoid” is shorthand for “any race included in The Complete Book of
Humanoids.”
Q. In the DARK SUN setting, Strength scores can go as high as 24, but there is no mention of
encumbrance or modified movement rates for strengths higher than 18 in the DARK SUN
rules or the PlayerÂ’s Handbook. What gives?
A. What gives, probably, is that you have an old edition of the PlayersÂ’ Handbook. The
current PH lists ability scores from 1 to 25 for all six AD&D® game attributes.
Q. Is it possible for a psionic character to have two defense modes operating at once? The
Mind Blank defense costs nothing to initiate and maintain, so it seems likely that this is
possible. If two modes can be used at once, does it requires a “sixfinger“ contact to attack
the defender's mind?
A. As my colleague Rich Baker has pointed out the way in which psionic defenses are
structured and the round-by-round limits of power use makes using two defense modes at the
same time impossible. A psionicist can initiate one power each round, plus one defense mode,
and can maintain any number of powers provided that he has sufficient PSPs (see CPH, page
22). However, of the five defense modes (Mind Blank, Thought Shield, Mental Barrier,
Tower of Iron Will, and Intellect Fortress) only mind blank can be maintained. The other four
defense modes must be reinitiated each round (that is what the “na” under maintenance
cost means). Mind Blank automatically switches off when another defense mode is initiated
(see the powerÂ’s description on page 88, 2nd and 5th paragraphs). Since a character can
initiate only one defense each round, and no defense lasts more than a single round (except for
Mind Blank with its automatic switch off) itÂ’s pretty difficult for a character to have two
defense modes operating at once. If through some unusual twist of fate a character does have
two defense modes operating at once, she gets the benefit of only the best one, and it still
takes only three tangents to force a contact. Haste spells do not allow characters to violate the
one-power-one-defense limit. Also, the Split Personality science creates two separate
personalities within the userÂ’s body. Each personality can operate a defense mode each
round, but the character still is limited to one defense per personality.
Q. What spheres of spells do the halfling deities listed on page 65 of DMGR4 The Complete
Book of Gnomes and Halflings, grant to their priests? Why isnÂ’t this information included in
the book?
A. Complete game information on the five halfling deities listed in the CGH is included in
Monster Mythology. The CGH is a book about gnomes and halflings, not about deities.
Deities and their relationships with their priests is a complex subject, which is beyond the
scope of CGH. The information included on page 65 of that book is intended to give the
reader information about how halflings see their deities, not to provide a game overview of
the deities. If all the applicable game information for the deities associated with each
demihuman race were included in each DMGR, there would be 11-14 pages of general
material on deities and priests duplicated in each book.
Q. According to The Complete Psionics Handbook a clairvoyant psionicist gets a save vs. a
detect scrying spell. If the first save fails, can the psionicist try to affect the wizard again?
How does the crystal ball detection radius for the spell work? Are crystal ball users immune
from the spell if they are more than 120' away?
A. A psionicist or character using a scrying spell or device gets only one chance to avoid
detection by making a save. If the save fails, the character who cast detect scrying knows who
the scryer is and his general location. If the save succeeds, the caster knows only that he is
being scryed. A successful save has no other effect on the detect scrying caster. Detect scrying
can reveal any scrying attempt directed at the caster by any means, at any range. The radius of
detection applies to the use of scrying devices that are directed at targets other than the detect
scrying caster.
Q. Are there any mechanics for using the invisibility factor described on page 8 of The
Complete Book of Gnomes and Halflings?
A. Other than the bonuses that gnome and halfling rogues gain for their hide-inshadows
abilities, there are no rules governing the invisibility factor. Instead, the DM should work the
invisibility factor into the game (or not work it in, if she so chooses). The important point is
that “big folk” (humans, elves, half-elves, and even dwarves) tend not to notice gnomes
and halflings in most circumstances. Obviously, a halfling dancing a jig and playing a kazoo
is going to attract attention just about anywhere. But even a halfling or gnome fighter in plate
armor isnÂ’t going to cause much of a stir in a crowded city street. Bystanders might
remember the armored gnome or halfling, but they wonÂ’t be sure exactly when she arrived
or when she left. The invisibility factor is not a racial ability so much as a tool that the DM
and players can use to add some spice to a campaign.
Q. Armor of command from the Dungeon Master Guide is described as a suit of full plate
armor, which would give the wearer an armor class of 1 before adjustments for magic,
dexterity, or shield. However, the item description says the armor functions as plate mail +1,
which has a base armor class of only 3. How does the armor really work?
A. It works exactly as the book says it does. It is, in fact, a complete suit of plate armor. The
wearer is fully encased in flashylooking metal. However, the armor looks better than it works,
and it functions as magical plate-mail armor, not full-plate armor.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Greek pantheon in Legends & Lore:
A. One could argue that because the caster can freely pass through a prismatic effect, her
spells ought to be able to pass, too. The AD&D game, however, generally does not allow
characters to launch attacks through absolute protections Iike prismatic spheres or walls. Even
a partial prismatic sphere or wall stops spells if the indigo and violet layers are in place. Note
that if these two layers are absent (which might be the case when a character creates a
prismatic wall a layer at a time with a wand of conjuration) spell effects can pass freely
through the sphere or wall in both directions.
Q. What happens if a creature with magic resistance successfully resists a time stop spell?
How many rounds of actions does the creature get while the time stop caster is taking his 1-3
rounds of free actions? If the creature is free to act for 1-3 rounds, it gains from a hostile spell.
If the creature only gets one round of action, the caster might be free to attack it for one or
two rounds, which doesnÂ’t grant the creature much benefit from its successful resistance
roll.
A. Actually, neither of these two situations would arise. Time stop is an in-place effect (see
PH, page 102 or DMG, page 67); if a magic-resistance roll succeeds, the time stop collapses,
perhaps with a thunderclap, puff of smoke, or other dramatic effect.
Q. How are a holy swordÂ’s magic resistance and dispel magic abilities supposed to work?
According to the PH, the circle of power has a 30Â’ diameter, but the DMG says the radius is
five feet. The PH says the dispel ability works on hostile magic. Does this mean that friendly
magic is unaffected? Is the dispel ability continuous while the sword is held? Can any magic
pass through the radius?
A. Though there has yet to be any official rulings, the current thought at TSR, Inc., is as
follows: The dispel magic and magic resistance powers have a five-foot radius. The magic
resistance is continuous while the sword is unsheathed and held (by a paladin). Dispel magic
is not continuous and must be invoked by the paladin holding the sword. Doing this counts as
an action and the dispel affects all magic in the radius, hostile or not. Because the dispel is
instantaneous, it usually cannot stop magic from passing though the radius—this power is
most effective against in-place effects. The magic-resistance power functions according to the
rules for magic resistance in the PH and DMG. Note that magic resistance comes into play
only when magic can affect the protected creature. A spell that is just passing though is not
affected. For example, a magic missile targeted at a creature 20Â’ behind the paladin works
normally. If the same spell is targeted at the paladin or at any other creature within five feet of
the paladin, the magic resistance comes into play. Note that in some cases a spell can be
blocked by default. For example, a blast from fireball affects anything within its area of
effect. If a holy swords magic-resistance roll succeeds against the blast, then the blast is
completely excluded from the five-foot magicresistance radius. If the blast is rushing down a
corridor at the paladin the magic resistance radius will completely block the blast if the
corridor is small enough. This does not mean that a holy sword blocks all fireballs and similar
effects. If, for example, a fireball’s glowing missile is set to detonate outside the magic-
resistance radius, the missile can explode normally, but if the magic-resistance roll succeeds,
anything within the radius is protected from the blast.
Q. What happens when a druid is part of a combine spell? Can the druid make or contribute to
undeadturning attempts even though druids cannot turn undead?
A. A combine spell gives a power boost to the central priest in the group using the spell. It
does not grant the central priest powers or spells that would not normally be available to him.
So, a druid who is the central priest in a combine spell cannot turn undead. The central priest
in a combine spell can draw power from the supporting circle to enhance undead-turning or
any spell that has level-based variables, such as range, damage, and duration. The spell
description does not mention any special requirements for members of the circle except that
they must be priests, so IÂ’m inclined to suggest that the type of the priests in the circle does
not matter. The central priest draws raw power from the circle and uses that power to enhance
his own abilities. Note that while the spell description mentions only undead turning, the DM
might allow any level-based granted power to be enhanced with a combine spell, provided
that the power has details that vary with level. Remember that the central priest always must
be the most powerful priest in the group and that combine does not grant powers that the
central priest cannot normally use. A group of low-level druids, for example, cannot use
combine to boost the central druid to seventh level so he can shapechange. Likewise, if a
power is usable only a limited number of times each day, combine does not allow the central
priest to exceed that limit.
Q. DRAGON® issue #185 included (on page 18) a list of creatures from other AD&D game
worlds that are suitable for use on Athas. Which of these have psionic abilities?
A. None of these creatures are known for psionic abilities. However, if the DM decides to
include these creatures among the species native to Athas, IÂ’d recommend giving wild
talents to goblyns, alaghi, desert centaurs, and grimlocks.
Q. Where can I find deck plans for ships not included in the original SPELLJAMMER®
boxed set and the War CaptainÂ’s Companion?
A. The following products each have one or more sets of deck plans: SJQl Heart of the
Enemy (TSR product #9347), SJS1 Goblin’s Return (TSR product #9343), SJA2 Skull and
Crossbows (TSR product #9286), SJA3 Crystal Spheres (TSR product #9299), SJA4 Under
the Dark Fist (TSR product #9325), and SJR1 Lost Ships (TSR product #9280).
Q. According to Table 48 in the DMG (page 48) rogues gain 2 XP for each gold piece worth
of treasure they steal. Recently, the PCs in my game infiltrated the home of the local dictator
and the partyÂ’s thief made off with a ring that ultimately turned out to be worth 5,000 gp
(after rolling for its value on the art objects table). The thief also took other treasures from the
house. Do I have to give this character 10,000 XP?
A. A DM never has to give a PC any experience at all, but itÂ’s usually a good idea to do so
if you want your players to come back for another game. Individual experience-point awards
always are given at the DM's discretion. Some guidelines for determining when an individual
award is appropriate are given on page 48, right below Table 34: Was there a reason for the
character to take the action? Was there a significant risk to the character? If the answer to
either question is yes, some sort of award is merited. Was the action detrimental or abusive to
the other PCs? If the answer is yes, an award is not merited. If you decide to make the award,
you also must decide how much experience to award; two points of experience for each gold
piece worth of treasure is only a guideline. If you think itÂ’s too much, by all means reduce it.
If the character in question is high level and 10,000 XP represents only a fraction of the
experience requirement for the next level, you probably should award it all, especially if the
character did her pilfering in a heroic manner that did not leave the rest of the PCs in the
lurch. If the character is low level and 10,000 XP represents most or all the experience
requirement for the next level you should give only a fraction of the 10,000 XP. You also
should reduce the award of the thief who abandoned her companions in the face of danger; for
example, if the thief sneaked off to rifle the bedroom while the other PCs were locked in a
deadly combat with the dictatorÂ’s pet owlbear, the award should be reduced or eliminated
altogether. Note that if the dictator is one of the PCsÂ’ major foes, the theft might increase the
story award for the group as a whole, especially if the loss interfered with some devious
scheme the villain had planned.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Indian pantheon in Legends & Lore:
Brahman: Wizard spells (as an ascetic) from two schools of magic only.
Indra: Major: Chaos, War; Minor: Time.
Varuna: Major: Law; Minor: Thought, Wards.
Mitra: Major: Law; Minor: Thought, Travelers.
Yama: Major: Law; Minor: Thought, Time.
Agni: Major: Chaos; Minor: Time, Travelers.
Surya: Major: Law; Minor: Time, Wards.
Savitri: Major: Time; Minor: Travelers, Wards.
Soma: Major: Chaos; Minor: Time, Thought.
Ushas: Major: Law; Minor: Time, Wards.
Siva: Major: Time; Minor: Numbers, Thought.
Kali: Major: Chaos; Minor: Time, Thought.
Brihaspati: Major: Thought; Minor: Law, Wards.
Rudra: Major: Time; Minor: Numbers, Thought.
Puchan: Major: Travelers; Minor: Time, Wards.
Ratri: Major: None; Minor: Chaos, Time.
Vayu: Major: None; Minor: Time, Wards.
Tvashtri: Major: None; Minor: Numbers, Thought.
Dragon #204 wrote:
Q. HereÂ’s a question on a solid topic; namely, a rock. Is a rock (a really big one, mind you)
considered a thrown missile weapon when it is pushed off a ledge to drop onto a target below?
A. If it was, then the attacker would get Strength bonuses to the attack and damage rolls,
right? The strength bonus to attack and damage rolls do apply to thrown missiles. A rock
dropped or pushed off a ledge, however, is not a thrown missile, no matter how big or small
the rock is. To qualify for the bonus, a missile must be propelled solely by a characterÂ’s
muscle power, or by a specially constructed bow. “Sage Advice” previously has
recommended that only composite bows should be allowed to grant strength bonuses to
missile attacks, but this is not official.
Q. Could you establish some guidelines for the chances of hitting objects? For example, what
is the armor class of the broad side of a barn? Any fool ought to be able to hit it, but if you
assign it an armor class of 10, a 1st-level mage has a substantial chance of missing, even from
three feet away. What is the chance for hitting the bullseye of a moving target in a shooting
gallery? What does it take to hit a candleÂ’s flame with a sword without disturbing the
candle? How hard is it to cut straps on an opponentÂ’s armor?
A. Technically, AC 10 is the worst armor class in the game—things just don’t get easier to
hit than that. Note, however, that various modifiers can apply to attack rolls, even against
objects. Sleeping or magically held targets, for example, are hit automatically in melee. Barns
donÂ’t actually sleep, but they arenÂ’t very lively either, so melee attacks generally hit them
automatically. On the other hand, if a character was trying to chop a hole through a barn wall
with a dagger, IÂ’d require a successful attack roll vs. AC 10, because all the character Â’s
blows have to land in about the same place or the character never makes a hole. Missile
attacks are a different story. I suggest giving your barn AC 10, with a +4 bonus to the attack
roll for a stunned defender. (Barns are rather passive, after all.) In this situation, your 1st-level
mage sure could miss an arrow shot from three feet away. I donÂ’t have a problem with this;
IÂ’ve seen inexperienced archers attempting to shoot and some of them really could miss the
broad side of a barn. Note that in this case, a “miss” probably indicates that the character
completely flubbed the shot. Shooting gallery targets can have just about any armor class you
care to assign to them. Assuming that the gallery patrons are normal humans, IÂ’d suggest
AC 8 for stationary targets that are about the size of a manÂ’s chest, AC 4 for moving targets
the same size, AC 0 for smaller moving targets and AC -2 for the target that can win the
shooter the big prize. Note that such targets can be made much harder to hit by increasing
their speed, and by nefarious tricks such as slipping badly fletched or crooked arrows to the
shooter; if adventurers show up at a shooting gallery, the owner most likely will shut the place
down or do something to stack the odds in her favor. IÂ’d suggest AC -2 for a candle flame,
with a -4 attack penalty for snuffing it out without disturbing the candle. Treat attacks on
opponentsÂ’ equipment as called shots (see DMG, page 58). When determining the results of
a successful called shot, remember that an item such as a belt, pack strap, or armor strap
might have has many as eight hit points (see DMG, page 38) and could very well survive a
single hit. For more extensive optional rules covering hit locations and called shots, check out
The Complete FighterÂ’s Handbook.
Q. How do beholders reproduce? The Monstrous Compendium book lists their organization as
“solitary” and describes them as “hateful, aggressive, and avaricious.” Divorces
probably are common among beholders. How many hit points and eyestalks do baby
beholders have? Would baby beholders have to leave their parents to avoid being eaten?
A. Exactly how beholders procreate is unrevealed, but the Monstrous Manual tome suggests
that beholder reproduction is parthenogenetic. That is, reproduction takes place without
fertilization. This could explain why beholders are so grumpy all the time. In short, the most
likely theory is that when conditions are right any mature beholder can give birth. A brood
probably consists of 1-4 young beholders, and might require the body of a slain creature
(perhaps even another beholder) to serve as an incubator. I suggest giving young beholders a
minimum of 12 hit points—eight for the body, and four for the central eye. Infant beholders
have a full complement of eyes. I donÂ’t think beholders would eat their young, but they
wouldnÂ’t hesitate to abandon them to save their own lives.
Q. Not long ago, my character had an accident with his spelljamming vessel—the reactor on
his gnomish sidewheeler suffered a meltdown while in the phlogiston (and you know what
that means). My character tried to steer the ship through a portal into Realmspace, but the ship
blew up before it had exited the flow. The resulting explosion destroyed the ship, the portal,
and a good portion of the crystal shell. (Fortunately, my character escaped via his amulet of
the planes.) Since the resulting hole in the crystal shell is going to allow the phlogiston to rush
into Realmspace, would that mean that Toril will be consumed in flames? If so, how much
experience does my character get when the entire population (barring fire-resistant creatures)
is killed? (A number rounded to the nearest million would be okay.) Does the character
receive any additional experience from escaping the wreck?
A. ItÂ’s time for a few reminders about the properties of crystal shells: First, all crystal shells
are made of an unknown substance that is unbreakable; check out page 9 of the Concordance
of Arcane Space (from the original SPELLJAMMER® boxed set), for more details. Mortals
cannot destroy or alter crystal shells, except in the limited manner described in Concordance
of Arcane Space. Even a wish is ineffective. Exploding spelljamming ships arenÂ’t up to the
job. Second, crystal shells are so huge that the explosion in your example could not destroy a
significant portion of even a small one. The Realmspace shell has an area of about
128,680,000,000,000,000,000 square miles (the planet earth, by contrast has a surface area of
only 196,938,800 square miles). Even if the explosion created a fireball the size of the sun,
the hole it would make would be a mere pinprick when compared with the size of the shell,
The space inside a shell is so huge (cosmically huge) that time would end before enough
phlogiston could leak in to flood the entire sphere, or even to threaten the outermost planets in
the system. Third, phlogiston does not tend to flow through holes in crystal shells. Every
portal through a shell is a hole, but some barrier or phenomenon keeps the phlogiston out,
though ships that locate the portal can pass through. Even if the explosion in your example
“jammed" the portal open and allowed phlogiston to leak in, you’d probably just get a
localized effect that looks just like a star embedded in the shell. Ships still could use the
portal, provided their crews had enough nerve to dive into the heart of the star. Finally,
experience in the AD&D® game is awarded for success achieved in the face of a significant
risk. Inadvertent destruction is not success, so even if your character had managed to
incinerate all of Toril, he wouldnÂ’t be entitled to any experience for it. Your DM, however,
might give the character a few experience points for surviving the wreck. How big the award
is depends on the campaign, but it should be fairly small, 1,000 xp would be sufficient for a
character rich and powerful enough to own a spelljammer.
Q. Can strong dwarven spirits replace greek fire?
A. No, but they can come close. A flask of pure alcohol or very strong liquor would be
slightly less potent, say 2d4 points of damage during the fist round, and 1d4 points the second
round. (As opposed to 2d6 points of damage the first round and 1d6 points the second round
for flaming oil; see DMG, page 63.) Note that what appears in the AD&D game equipment
list as greek fire actually is just a kind of heavy fuel oil. Real greek fire, on the other hand,
was something like the ancient worlds version of napalm. From all the accounts IÂ’ve read, it
burned hotter and longer than plain oil. Like napalm, it also stuck to whatever it hit. Also like
napalm, it was self igniting (no wick or fuse required). This nasty substance might do 3d6
points of damage the first round, 2d6 the second, and 1d6 the third round.
Q. Suppose an old, toothless man is bitten by a vampire, then turns into a vampire himself.
Will he grow fangs so he can bite his victims in the or does he have to do something else to
drain blood?
A. This is entirely up to the DM. Because AD&D game vampires are by definition creatures
with blood-sucking fangs, it stands to reason that anyone turned into one would develop such
fangs. On the other hand, thereÂ’s no reason to assume that all vampires bite their victimsÂ’
necks. In central European folklore, vampires drew blood from the chest. Chinese vampires
have wickedly long and sharp fingernails, which serve as their primary weapons. So a
vampire in the form of a toothless old man could drain its victims in any number of ways.
Note that PCs might have a hard time detecting a vampire in this rather unusual form.
Q. In DRAGON® issue #193, you said rolls higher than 23 were impossible when using a
vorpal blade. The molydeus tanarÂ’ri carries an axe +5 that has the powers of both a sword of
dancing and vorpal blade. Now, if the tanarÂ’ri rolls a natural 20, his adjusted roll would be a
25 (which is higher than 23). Does he sever the neck with that roll?
A. Yes, a roll of 20 severs the neck if the attacker has a vorpal blade and the opponent has a
head. IÂ’ll reiterate my main point from issue #193 for the benefit of any reader who still is in
the dark about this: an attacker armed with a vorpal blade cannot sever a neck unless the
attack roll is 17 or higher. This is because the modified score to sever (see item description,
DMG, page 186) can include only the vorpal bladeÂ’s +3 bonus, not bonuses due to Strength,
situation, or specialization. Of course, the molydeusÂ’ combination vorpal and dancing
weapon introduces a few problems. For example, swords of dancing have variable bonuses,
which range from +1 to +4 (see item description, DMG, page 185). Further, a sword of
dancing can be made to dance only on a round when its bonus has fallen to +1. Does this
mean the a molydeus’s axe has a “dancing” cycle that is four rounds long instead of
three rounds long? The DM also must decide what happens to the vorpal effect as the axeÂ’s
bonus rises and falls. The simplest solution is to assume that the axeÂ’s bonus remains steady
at +5, and that the axe can dance for three rounds at a time. If you take this approach, I
suggest that you ignore the effect of the +5 bonus on attack scores to sever and to assume that
the weapon severs a normal opponent Â’s neck on an attack roll of 17 + , a larger-than-man-
sized opponentÂ’s neck on a roll of 18 +, and a solid metal or stone opponentÂ’s neck on a
roll of 19 + .
Q. If greater powers cannot be slain, why does TSR, Inc. bother to print statistics for them?
A. A deity cannot be slain, except by another deity of greater stature or a deity of any stature
who uses an artifact. In material published for the AD&D 2nd Edition game, there are no
statistics for greater powers. Instead, the rules give statistics for a deityÂ’s most frequently
used avatar. An avatar is a physical manifestation of a deityÂ’s power. Avatars can be slain,
but doing so does not slay the deity. Most deities can use more than one avatar at a time,
check out Legends & Lore, page 6 for more details.
Q. Dear Mighty, all Knowing, and All Powerful, and Kind Sage. . . . I beg you to answer this
question. . . . In the AD&D 2nd Edition game, how long does it take a character to memorize
a spell?
A. Boy, thatÂ’s an awful lot of sucking up for such a simple question (an equal amount of
sucking up followed the question, but I deleted it to save space), but youÂ’ve got more class
than the reader who offered me a bribe. Wizard spells require 10 minutes of memorization
time per level of the spell (see PH, page 81). That is 10 minutes for a first-level spell and 90
minutes for a ninth-level spell. It takes the same amount of time to pray for a priest spell (see
PH, page 85).
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Japanese pantheon from Legends & Lore:
A. The advancement limit is 7th level for both shamans and witch doctors.
Q. The CBH says some voadkyn are druids, but there is no level limit for voadkyn druids
listed in the table on page 29.
A. Voadkyn druids are very rare, but there are a few. Their advancement limit is 5th level.
Q. Table 8 in the CBH says aarakocra, voadkyn, flinds, and satyrs can be bards, but the tables
for these races contain no bard advancement limits.
A. Aarakocra, voadkyn, and flinds cannot become bards. The advancement limit for satyr
bards is 7th level.
Q. Table 13 in the CBH says alaghi can be fighter/shamans, but the alaghi race table lists no
shaman advancement limit.
Q. If a wizard used a wildfire spell (from the Tome of Magic) to create a magical sword +2,
could a permanency spell be used to make the sword last forever?
A. No. At least, not if youÂ’re asking whether a character using a wildfire spell creates a
sword +2 out of nothing and then cast permanency to make the sword last longer than the 1d4
+ 6 hours that wildfire objects usually last. There are two problems with this: First, wildfire
objects cannot be made permanent. Second, wildfire objects have no special properties
beyond their strength (stronger than steel), weight (almost no weight at all), and virtual
indestructibility (immune to everything except dispel magic and wish). The caster has great
latitude in shaping the wildfire energy, but the energy does not include any magical bonuses.
Note that the wildfire description (TOM, page 48) says the spell can be used to create magical
items, but this refers to using wildfire in conjunction with an enchant an item spell.
Q. The Player’s Handbook (PH) lists the range of the speak with dead spell as “1," but
does not give a unit of distance.
A. Officially, speak with dead has a range of one yard, and this is the way the spell will be
listed in the upcoming Priest Player Screen and in future printings of the PH. Note that this is
an error picked up from the original PH, where the range probably was one scale inch. That is,
the spell had a range of 10 feet indoors and 10 yards outdoors. While most spell ranges in the
current game convert scale inches into tens of yards, my colleagues here at TSR felt that 10
yards was too great a distance for conversations, even with the dead.
Q. Can you use the item spell to shrink a living creature? How about an undead creature? The
description (PH, page 150) says the spell works on fires. Will a fire subjected to this spell
continue to consume its fuel?
A. The item spell has no effect on creatures, living or dead. A fire that is simply reduced to
1/12th size continues burning merrily along, consuming fuel and oxygen. It still is hot, and
can burn anything that is susceptible to normal fire. If, however, the fire is reduced and turned
to cloth it becomes inert (and harmless) for the duration of the spell.
Q. IÂ’m having a real problem with a few players and their wizard characters. First, I
explained that a lot of iron or steel next to the skin disrupts magic. Things were fine for
awhile, but now they carry plate armor with them and insist on wearing it after they have used
up all their spells.
A. This is what comes from asking too many questions about a fantasy game. Fantasy, by its
very nature, deals with the inexplicable and concerns itself with the what; the why is left to
philosophers, science-fiction authors, and your ever helpful “Sage Advice” columnist. My
first suggestion to you is to consider the obvious: If youÂ’re assuming that large masses of
metal in close proximity to a wizards body foils spells, then it is relevant to ask just how your
armor-toting wizards are carrying all that armor. If theyÂ’ve bundled it up in a pack, guess
what? ItÂ’s still too close. Actually, the situation is a little more complex than that. Character-
class armor and weapon restrictions are among the few basic and unalterable rules in the
AD&D® game. As always, the rule is necessary because of game balance and game logic.
ItÂ’s been awhile since I repeated one of my little exercises in game balance and game logic,
so letÂ’s go through the game logic first: Armor is heavy, hot, and confining. Fighters gain
their various combat abilities only after undergoing long and rigorous physical training that
begins in their youth. (A medieval knightÂ’s training began at age six.) This explains why
they can do things like slay 30 giants using swords less than four feet long, and keep on
fighting even when peppered with arrows. Wearing armor is an impressive physical feat. The
stuff is hot, heavy, and generally uncomfortable. It takes a long time before a person can even
bear to wear it for any length of time, much less fight or explore a dungeon while encased in
it. Fighters, however, develop the ability to resist physical hardships of various kinds and can
soldier on through conditions that can kill other characters. On the other hand, wizards spend
their youth and all their spare time sitting and reading. This sharpens their minds, but it does
not build the kind of physical skills that fighters enjoy, even in wizards who have naturally
high Strength and Constitution scores. All that sitting around and studying turns wizards into
sedentary bookworms who do not have enough stamina to walk around in armor. They
probably can’t even walk a straight line while wearing armor—a wizard in armor probably
would stagger about like a little kid carrying a sack of potatoes. Further, all that studying
gives wizards an entirely different mindset than fighters have. They prefer to use their brains
to attack their problems; they come to regard accoutrements such as swords and armor as
crude and beneath their dignity. ItÂ’s not so much that wizards can’t wear armor, but that
they won’t armor. ItÂ’s too hot, too uncomfortable, too noisy, and just downright
unfashionable. Now, on to game balance: Wizards are potentially the most powerful character
class in the game. They have access to a considerable array of offensive and defensive magic
and can literally lay waste to whole city blocks. The price they pay for this power is an almost
complete lack of physical power. In the beginning, they are so weak that they must depend on
the characters around them for support and protection. Fighters, on the other hand, donÂ’t
have access to a mighty arsenal of magic. All they have is their wits, their weapons, and their
equipment. As the only class with unrestricted access to both weapons and armor, they are
playable, but they remain so only as long as the DM does not allow other characters to poach
on their territory. Otherwise, everyone in your campaign is going to be playing an armor-clad
wizard. I suggest you sock your armor-loving wizards with any or all of the following
penalties: Encumbrance: Even if the characters in question have high enough Strength scores
to carry the weight of the armor, knock their movement rate down to one half (two-thirds if
youÂ’re feeling generous). They also should make a Dexterity check every turn or fall down
and go boom. It easy to lose oneÂ’s equilibrium when one is carrying an unaccustomed
weight, and a wizard might easily trip. The encumbered wizard also should check Dexterity
every time he tries anything that even remotely requires ability: running, jumping, using stairs
(in either direction), getting on a mount, etc. Fatigue: Single-classed wizards who wear armor
or carry shields should make a Constitution check every turn (more often if its very cold or
very hot). Failure indicates fatigue. The character must remove the armor and rest awhile. If
the weather is bad, the character also must do something to cool off or warm up. Uncertainty:
All this reliance on physical things undermines the mental discipline the wizard needs to
command his magic. There is a 25% chance that any spell he casts during the next 24 hours
will fail outright. (Of course, if the character is wearing prohibited armor at the time of
casting, the spell fails 100% of the time.) Further, the character gains no experience for the
adventure in which he dons armor to protect himself. If he makes a habit of wearing armor, he
might even lose a level or two.
Q. Is it my imagination or are there some maps missing from FRS1 The Dalelands?
A. Yes, maps of two towns, Archendale and Essembra, are missing. They appear in this issue
courtesy of Dalelands author, Rich Baker and DUNGEON® Adventures’ cartographer,
Diesel.
Q. The description for gauntlets of ogre power in the DMG (page 169) suggests that their
combat bonuses are cumulative with a girdle of giant strength only when the wearer is hurling
a war hammer. Is this correct? What is the strength score of a character wearing gauntlets of
ogre power and a girdle of giant strength?
A. As a general rule, an AD&D game character using two similar types of magic gets the
benefit of only the strongest item. A character using both gauntlets of ogre power and any
giant strength item (girdle or potion) get only the benefit of giant strength for purposes of
encumbrance, bending bars and lifting gates, opening doors, and most attacks. There is an
important exception to the general rule in this case, however. A character wearing gauntlets of
ogre power and a girdle of giant strength can combine both itemsÂ’ combat bonuses (and any
normal strength and specialization bonus) anytime he uses a magical war hammer— in both
melee and missile combat. This is a special property of magical war hammers in the AD&D
game; though the rule itself appears in the girdle of giant strength description (DMG, page
170).
Q. Does a psionic attack modeÂ’s onetwo punch apply to both closed (psionicist) and open
(nonpsionicist) minds? If so, what happens to the contacted mind if the power works both
times?
A. Yes, the one-two punch applies to all types of opponents. When a psionicist pays the initial
PSP cost for the psychic crush science, or the ego whip, id insinuation, mind thrust, or psionic
blast devotions, she gets to use the power twice, provided both attacks occur in the same
round and are directed against the same opponent. Note that the psionicist must make a power
check for each use. Remember that the psionicist must take the time to establish full contact
(three tangents) with the opponent, even when the opponent is not using defense modes. If the
psionicist uses the one-two punch against a fully contacted mind, the results vary according to
the power. If the power allows a saving throw, such as psychic crush or psionic blast, the
victim must save each vs. each successful use of the power and suffers accordingly if the save
fails. If the power does not allow a saving throw, two successes in the same round are not
cumulative; however, the psionicist gets to use the best of the two results. For example, if the
one-two punch delivers two successful uses of the id insinuation devotion, the psionicist
would roll twice to see how long the opponent would remain in a moral uproar and only the
highest roll would count (though the DM might let the psionicist might let the psionicist
choose which roll to take).
Q. Can magical spells or items and psionics work together? For instance, can a contingency or
chain contingency spell he used to trigger psionic powers? Can a psionic character wearing a
ring of telekinesis use the telekinesis science to boost the effect?
A. Contingency and chain contingency spells trigger other spells. Psionics are not spells and
cannot be part of a magical contingency. Likewise, contingency cannot be used to trigger
magical items, breath weapons, gaze attacks, or spell-like abilities. Under some conditions, it
might be possible to use a ring of telekinesis and psionic telekinesis together, but this
wouldnÂ’t happen very often. If faced with an object too big to lift with the telekinesis power,
a psionicist wouldnÂ’t benefit from a ring of telekinesis because he couldnÂ’t initiate the
power and concentrate on using the ring at the same time. If, however, the psionicist were
already moving an object and was merely maintaining the telekinesis power, he could use the
ringÂ’s lifting capacity to reduce the maintenance cost. Likewise, if the object were a table
and an opponent grabbed it or jumped on it, the ring could be brought into play to handle the
additional weight. I suppose that a lenient DM might allow a psionicist to establish a partial
“pull” on a large object, for example, spending 80 PSPs to tug at a 100-pound object, and
then use a ring of telekinesis during the next round to provide the extra power. (In this case,
the total PSP cost would be 120 PSPs, 80 to initiate the power, and 40 more to maintain the
power on the second round vs. 150 PSPs to move the object with the telekinesis power alone).
Q. It seems to me that the eighth-level wizard spell mind blank should protect against all
forms of psionic attack. Why isnÂ’t this the case?
A. Actually, mind blank offers considerable protection against many types of psionic attacks;
see the spell description (PH, page 190) for the list. The protection is magical, however, and
psionics are not magical. This allows an attacking psionicist a saving throw vs. spells to
overcome the defense. Because mind blank is an eighth-level spell, I suggest that you require
a save each time a psionic uses a power against a protected character—the spell presents a
formidable barrier that does not weaken even if the psionicist already has breached a few
times. Note that bonuses from defensive items, such as rings of protection, do not modify this
save. Wisdom bonuses can apply if the DM allows them to.
Q. Back in DRAGON issue #191 you said spells cast from scrolls in the DARK SUN®
setting could have defiling effects, but page 62 of the DARK SUN Rules Book says the act of
setting a spell to a scroll strips it of its defiler characteristics.
A. ThatÂ’s correct; no spell cast from a scroll on Athas has defiling effects. My error.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Nehwon pantheon in the Legends & Lore book:
Gods of Lankhmar: These deities do not have priests and do not grant spells.
Issek of the Jug: Major: Wards; Minor: None.
Gods of Trouble: Major: Chaos; Minor: None.
Hate: Major: Chaos; Minor: None.
Death: This deity does not have priests and does not grant spells.
Kos: Major: Law; Minor: None.
Tyaa: Major: Time; Minor: None.
Red God: Major: War; Minor: Wards.
Dragon #206 wrote:
Q. Why does a priest's locate object spell last eight hours when the wizard's version lasts only
one round per level?
A. You have found an error. Both versions of the spell have the same duration: one round per
caster level. Note that the spell's reverse, obscure object, lasts eight hours for both wizards
and priests. This correction is official, and will be included in the upcoming AD&D Players'
Screens and in future reprints of the Player's Handbook.
Q. Is there in error in Table 5 in the PHB (page 17)? Priests with Wisdom scores of 19 or
higher wind up with more bonus 4th level spells than bonus 3rd level spells.
A. Yes, there is an error. Wisdom 19 grants a bonus first and a bonus third-level spell, not a
first and a fourth-level spell. This is an official correction.
Q. Is there any way for a non-thief character to disarm a trap? If a group of PCs encounters a
trap and knows where it is, can they avoid it by triggering it from a safe distance, or does the
party thief have to locate and disarm it?
A. Assuming that the party already knows where a trap is, the thief find-traps ability is
already pretty much irrelevant. There is no hard and fast rule for non-thieves disarming traps
by triggering them. First, the DM has to decide if a trap can be disarmed at all. There is not
much anybody can do with a 10-foot pit. Then there are traps such as tripwires, that can be
triggered safely as long as the character messing with it has enough reach to stay out of the
way (or course, the trap might be loaded with multiple shots). Then there are traps that non-
thieves might be able to disarm, such as poison needles in locks, scything blades, and the like.
Any character who correctly guesses the trap's workings could have some chance to break it
(by bending the needle, wedging the blade, et cetra). It is best to decide the chance for success
ahead of time; thieves with the remove-traps skill should get a substantial bonus. It is also fine
to salt your dungeons with a few traps that can be foiled only by thieves or utter destruction
(no matter how flexible a poison needle is, it will not work after the magician has blown the
door it guards to splinters with a lightning bolt).
Q. How long does an undead creature stay away from a party after being turned by a priest?
A. In the original AD&D game, a turned undead creature stayed away for 24 hours minus the
minimum score needed to turn, so 6th-level priest would turn away a ghast for 14 hours. This
formula works in the current game as well.
Q. What is to prevent players from using the enhance spell from Legends & Lore to
circumvent the limits on using wish to increase ability scores? Wish cannot raise ability scores
over 16, but enhance can raise a score to 22. The wizard casting enhance loses a few points of
constitution, but wishes can be used to restore the loss. Is the enhance spell not overpowered?
A. There is nothing in the rules to prevent PCs from doing what you have described. Note that
this spell is intended for NPCs; most campaigns do not have wizard PCs of 16th level or
higher running around. No matter how powerful the PCs are, most NPC wizards are not going
to cast this spell for the PCs. The enhance spell-caster is going to need at least two, and
possibly five or more, wishes to recover lost constitution points from each spell. If the PCs in
your game have access to that many wishes, you should be glad that the worst thing you have
to deal with is PCs running around with ability scores of 22. Even if the PCs are using this
spell themselves, the one-week rest period required after each enhance spell and the three
years of magical ageing for each wish spell should put the kibosh on the whole deal sooner or
later. Even if you have done something silly, such as let the PCs circumvent the magical
ageing, a few evil NPCs and monsters showing up whenever an enhance spell goes off while
the party wizard is incapacitated should persuade the PCs to find a new scam. Note also that
wishes can raise an ability score higher than 16; it just takes 10 wishes to improve the ability
score one point if it is higher than 16 but less than 20. If the ability score is 21 or higher it
takes 20 wishes to increase the score one point (see DMG, pages 11-12). If you still feel the
enhance spell is a problem, do not let your PCs have the spell, you do not have to use a spell
in your campaign just because it appears in a rule book.
Q. The descriptions for imps, quasits, and pseudodragons in the Monstrous Compendium say
that these creatures can become familiars. Funnily enough, the find familiar spell does not
mention them. Are these creatures among the "animals" the DM can substitute from the
standard list, or is the Monstrous Compendium erroneously referring to the find familiar spell
from the original AD&D game?
A. Yes, quasits, pseudodragons, and imps can become familiars in the AD&D Second Edition
game. Note that imps will serve only lawful evil characters and some neutral evil characters;
quasits will serve only chaotic evil characters and some neutral evil characters;
pseudodragons will serve only good characters. In any case, the chance to get such exotic
familiars as these should be very small, perhaps only on a roll of a "1" or after the character
casting the find familiar spell has taken extra steps to locate and attract the creature.
Q. I am having trouble with the spell descriptions in the Player's Handbook. Many spells have
saving throws such as: Neg., None, ½, and Special. What do these terms mean?
A. "Neg." means the spell has no effect at all if the subject makes a saving throw (check out
page 129 of the PHB for more details). "None" means the spell has no saving throw; barring
magic resistance and other special protections, the spell always works on the subject. "½"
means the spell works at half strength if the subject makes a saving throw; damage inflicting
spells such as fire ball generally have this kind of saving throw. "Special" means that the
saving throw is unusual in some way and not easily summarized. The type of saving throw
might vary according to the conditions under which the spell is cast, or the saving throw
might depend on the type of subject, a specific action on the subject's part, or an ability check.
Whenever you see a "Special" saving throw look in the spell description for the details.
Q. Is there any way to remove the acid from a Melf's acid arrow before the spell duration
expires? Can a spell caster cast spells while taking acid damage from the spell?
A. The acid can be washed off, magically dispelled, or removed in other ways at the DM's
discretion (such as hastily removing the victim's armour or clothing). As Sage Advice has
pointed out before, continuing damage from any source usually prevents spell casting, though
the DM might allow the caster to make an initiative roll to ignore the damage and cast a spell
anyway, see Dragon #198 for the particulars.
Q. Are liches immune to harm spells? I think so, because harm is a disease and undead
creatures are not subject to disease.
A. Yes, liches are immune, but not because harm is a disease (it is not). Heal, harm, and all
the various cure wounds spells and their reverses are ineffective against unliving, incorporeal,
or extra-planar creatures.
Q. When fighter/magicians are casting spells that requires touching the target (making an
attack roll), can they use their fighter THACOs?
A. There is nothing mysterious or magical about touching a creature to deliver a spell, the
caster completes the spell, then touches the target. A multi-classed caster is allowed to use the
best available THACO.
Q. Page 120 of the Dungeon Master's Guide says an invisible character is invisible to
everyone, including himself. Page 83 of the Complete Wizard's Handbook says invisibility is
an illusion and the invisible character can always see himself because he disbelieves the
illusion. Which book is correct? If invisibility is an illusion, do beings with intelligence scores
of 20 or higher automatically see invisible creatures because they are immune to first and
second-level illusions? Can an invisible spell caster cast a spell from a scroll, or is the scroll
also invisible because it is on the character's person? If a creature makes a successful save to
notice an invisible creature, does it actually see creature well enough to know what it looks
like or does it just have a very good idea of where the invisible creature is?
A. The DMG is correct. Generally, the most recently published material takes precedence
over older material, but in this case the Complete Wizard's Handbook is wrong. Note that not
all illusion/phantasm spells can be disbelieved. Spells that have no saving throw, or that are
negated by a normal saving throw, such as invisibility, hypnotic pattern, and mirror image, do
not use the disbelief procedures. The invisibility spell is an illusion; as such, creatures with 20
+ intelligence scores are immune to it. Such creatures also are immune to spells such as
mirror image and blindness. This does not, however, mean that these creatures automatically
see every invisible creature in the AD&D universe. Naturally invisible creatures such as
invisible stalkers, aerial servants, and pixies are still hidden from supra-genius creatures. The
DM also might rule that magical invisibility bestowed by items such as dust of disappearance,
cloaks of elvenkind, and maybe even rings of invisibility also work in the face of supra-genius
intelligence by virtue of the magical power invested in them. When a character becomes
invisible, all her equipment becomes invisible with her The character could read a scroll,
however by putting down the scroll and allowing it to become visible (see the invisibility spell
description in the PHB, page 142). The character can pick up the visible scroll and read it
normally, and can make the scroll invisible again by tucking it into her clothing. I strongly
suggest that you assume non-magical invisibility detection merely reveals an invisible
creature's outline and position. The viewer has a good idea of the creature's size and shape,
and the viewer knows exactly where the creature is, well enough to attack the creature with
spells and to make physical attacks without the usual -4 penalty.
Q. Is casting an animate dead spell an evil act? Does casting this spell force good or neutral
characters to change alignment?
A. Casting an animate dead spell once in awhile is not going to force a character to change
alignment. The descriptions of both the wizard and priest versions of the spell make it clear,
however, that casting animate dead is not a good act and also say that only evil characters use
the spell regularly. In short, characters who consistently show disrespect for the dead by
animating their remains are either evil or destined to become evil, but anyone can memorize
and use an occasional animate dead spell.
Q. If a forget spell affects a spell caster who is in the middle of casting a spell, is the spell
ruined?
A. There is nothing in the spell description that implies a forget spell disrupts ongoing actions,
but it is not unreasonable to assume that it can. Casting a spell is a complex and exacting
mental process and if a spell caster suddenly forgets when and why he began the process his
concentration could be broken. The DM can decide that any failed save against a forget spell
disrupts a spell in process, or the DM can require the victim to make a intelligence check to
correctly asses the situation and complete the spell. Note that the forget spell victim still will
not remember why he started the spell or what he was going to do with it.
Q. Do the attack and damage bonuses from a prayer spell apply to magical attacks such as
magic missile or fire ball?
A. Yes, all attack and damage rolls are affected; however, a spell caster must be within the
prayer's area of effect to get the bonus. If the caster is standing outside the area of effect and
casting a spell into it (as might very well be the case with a fire ball or lightning bolt) there is
no damage bonus, though the spell's targets still suffer the saving throw penalty.
A. No; the three orders of High Sorcery take the place of specialist wizards. Renegades,
however, can be specialists.
Q. Thanks for answering my question about defiling regeneration (for the Dark Sun setting) in
Dragon #201. However, you misunderstood my question (or I did not make it very clear,
sorry); 30th-level druids protect their guarded lands by absorbing defiling damage. How much
damage does defiling regeneration inflict?
A. Ah yes, there it is, right on pages 61-62 of Dragon Kings. Now you know why I ask
readers to include page numbers when submitting questions. I recommend one point of
damage each round for every 20 regenerating creatures, rounded up. For example, three
creatures inflict one point of damage each round, and 23 creatures inflict two points a round.
Q. Can an invisible wizard create an illusion and use it to attack an opponent without breaking
her invisibility?
A. Directing an illusion to attack a creature is an attack and breaks the caster's invisibility.
The same holds true for any other magical effects that cannot act without direction from the
spell caster such as unseen servants, and the various Bigby's hand effects. Note that
independent creatures that obey the caster, such as golems, attack on their own and do not
break another creature's invisibility.
Q. Why do wizards have to spend 10 minutes memorising a find familiar spell that takes up to
24 hours to cast and also spend one and one-half tedious hours memorising a power word, kill
that can be cast by uttering a single word?
A. Memorisation time has nothing to do with casting time; the two processes are related, but
separate. When memorising a spell, the caster is painstakingly building patterns of mental
energy within his brain so that he can subsequently cast the spell. Casting the spell releases
the stored energy. Find familiar can be a real bear to cast, but it still is a fairly simple bit of
magic that does not require a whole lot of wizardly brain power. Power word, kill, on the
other hand, is one of the most complex magics in the AD&D universe. Casting it is a fairly
simple matter, but it requires a lot of preparation.
Q. The Complete Book of Psionics says no psionic power can penetrate an Otiluke's resilient
sphere. Does this include psionic teleportation?
A. Not necessarily. Teleportation of any kind can be construed as bypassing barriers, not
penetrating them. On the other hand, strong physical or magical energies can interfere with
teleportation of all kinds. I suggest that you allow teleports to work if the blocking spell is
fifth-level or less. Otiluke's resilient sphere is a fourth-level spell, and thus probably not
strong enough to prevent teleporting, but your DM has the final say.
A. Yes, provided that the creature is corporeal (a body has to be present for these spells to
work) and the creature has not been dead longer than the spell allows. Raise dead, for
example, works only on bodies that have been dead for one day per caster level (or less).
Check the individual monster descriptions for any special effects these spells might have.
These are unofficial suggestions for using the optional spheres of priest spells from the Tome
of Magic with the deities of the Norse pantheon in Legends & Lore:
A. YouÂ’ve picked a bad example, because heal and harm donÂ’t have saving throws. In any
case, the DUNGEON MASTER® Guide makes it clear that once a character chooses to fail
a saving throw, it fails even if the character was duped about the nature of the spell (see pages
65-66). The same applies to touch-delivered spells with no saving throws, such as heal and
harm.
Q. What player in his right mind would choose the shaÂ’ir kit for wizards in the AL-
QADIM® setting? The incredible restrictions of their spellcasting abilities and their
inability to create magical items make them an absurd kit for an adventuring wizard. Based on
what I can make of their gen-related abilities, it could conceivably take a shaÂ’ir as long to
cast a simple cantrip as it would to cast a fireball. Beyond that, a shaÂ’ir might not even be
able to cast a critically needed spell at the right time because the shaÂ’irÂ’s gen might be
delayed in getting it and might not get it at all.
A. To answer your first question, any player with a smidgen of imagination and wit should
consider a shaÂ’ir, unless she has no interest in playing a spell-casting character. Apart from a
few minor technical errors, you seem to have a pretty clear idea of the shaÂ’irÂ’s
weaknesses. A shaÂ’ir casts spells in the same amount of time as any other wizard does,
(Cantrip has an initiative modifier of 1, slightly faster than a fireballÂ’s initiative modifier of
3.) Most shaÂ’irs can get cantrip from their gens more quickly than they can get fireball;
shaÂ’irs of 5th level or higher must wait 1d6 + 1 rounds for the first-level cantrip and 1d6 + 3
rounds for the third-level fireball. Note that shaÂ’irs of 4th level or less must wait 1d6 + 3
turns for a fireball and there is a very good chance that their gens will return empty handed;
the time is measured in turns because a normal AD&D game wizard of the shaÂ’irÂ’s level
could not normally cast the spell (see the Arabian Adventures book, page 98). Note that a
shaÂ’ir who has acquired and cast a cantrip spell can freely create minor spell effects for as
long as the spell lasts (one hour per caster level) just as any other wizard can—the gen
doesnÂ’t have to go and get each individual effect. The shaÂ’ir has other advantages that
make the kit very attractive to thoughtful players of any persuasion. Role-players should jump
at the chance to play out the relationship between a shaÂ’ir and his gen. Encounters with
merchants are likely to take on a new flavor if the party shaÂ’ir recognizes genie
craftsmanship in the goods offered for sale. As the shaÂ’ir rises in level, the player can look
forward to forging alliances with genies of all sorts; constructing a genie prison and
negotiating terms with the genie who is to occupy it would be a noteworthy event in any
campaign. Power gamers should absolutely drool over a shaÂ’ir. (Boy, I can hear the howls
of protest even as I type this, so donÂ’t bother writing in, just read on.) I havenÂ’t forgotten
your objection to the delay shaÂ’irs must endure once theyÂ’ve sent their gens to get spells.
Frankly, this isnÂ’t a terrible problem for any player who has gotten beyond the fireball
-everything-that-moves theory of play. Consider this: A shaÂ’ir never runs out of spells. It is
true that many encounters will be over before a shaÂ’irÂ’s gen can bring even a first-level
spell. But PC wizards who are in the habit of tossing out spells every melee round are going
run out of spells sooner or later—probably sooner. Once a standard wizard’s allotment of
spells are gone, the character has very little to contribute to the adventure unless he has a
wand, staff, scroll, or other magical item that can produce spell-like effects. A shaÂ’irÂ’s
ability to keep sending his gen for an unending supply of spells is incredibly potent. A 5th-
level mage can carry only seven spells at time (4 first-, 2 second-, and 1 third-level spell); that
means he has only seven rounds of ammunition when a fight starts. If the character casts
preparatory spells on himself, such as shield, strength, and detect invisibility, nearly half his
arsenal is gone. Truly useful but unspectacular spells such as fly and haste come at the cost of
the character’s one “big gun,” fireball or lightning bolt. Now consider a 5th-level
shaÂ’ir; all he needs is a little time and he can cast a strength spell on every fighter in the
party. He also can make everybody fly. Then, he can cast a shield, and a detect & visibility on
himself. Later, if the party needs knock or a detect magic, spell the gen can just go get them.
The shaÂ’ir might not be able to pour in the firepower during a fight, but he can prepare for a
fight by sending his gen out for a potent spell, such as fireball, ahead of time. If the shaÂ’ir
doesnÂ’t cast the spell right away, he can hold it for up to 30 minutes before using it. In this
manner, he can pretty much always have one spell ready to cast. The shaÂ’irÂ’s bag of tricks
still isnÂ’t exhausted. If heÂ’s willing to wait a few turns, he can try for a fourth- or fifth-
level spell such as polymorph self, fire shield, or teleport. The spell might not ever arrive, but
most players will admit that itÂ’s nice to have a chance to get it. Also note that shaÂ’irs can
use any magical item a wizard can use, so a shaÂ’ir can fall back on scrolls, wands, and the
like while the gen is away, just as a normal wizard does when the spells run out. In any case,
players do not have to be out of their minds to play shaÂ’irs, but they do have to be willing to
use their heads.
Q. What happens to sha’irs who find themselves in the RAVENLOFT® setting? Can gens
still get spells for their masters?
A. This is up to the DM. If youÂ’ve created a Zakharan domain, there certainly should be
portals that gen (and only gen) can use to leave the Demiplane of Dread and go in search of
spells. Likewise, itÂ’s reasonable to assume that the powers would allow gens to leave the
demiplane when searching for spells. After all, theyÂ’ll be coming back. Other creatures with
planar connections can temporally leave the demiplane. For example, ghosts still can become
ethereal, theyÂ’re just limited to the section of the border ethereal adjacent to the demiplane.
Q. Can paladins and rangers cast any spells from the new spheres list in the Tome of Magic?
A. I suppose paladins could receive spells from the Law sphere and rangers could get spells
from the Travelers sphere.
Q. Will a ring of free action prevent the wearer from becoming paralyzed?
A. Although the material on page 72 of the DUNGEON MASTER Guide suggests that
paralysis is equivalent to magical hold effects, I donÂ’t recommend that you allow a ring of
free action or a priestÂ’s free action spell to negate touch-delivered paralysis from creatures
such as ghouls and carrion crawlers. Nor do I recommend that you allow free action to negate
paralytic poisons. From a game-balance standpoint, free action is powerful enough without
extending its effects to include a whole new class of special attacks. From a game-logic
standpoint, free action prevents the recipient Â’s movement from being hindered, but it does
not prevent all forms of outside control. Magical sleep, charm, beguiling, hypnosis, time stop,
etc. still work on the character, as do debilitative and deadly poisons. Your game will be
better served if you include paralysis with the latter group of effects.
Q. The magical frost brand sword can extinguish fires if the blade is thrust into the flame.
However, the power has a radius of 10'. Does the sword wielder have to touch the flame with
the sword, or does she just have to be within 10'?
A. IÂ’m inclined to follow the item description DMG, page 185) fairly closely. To use the
flame-extinguishing power, the wielder must thrust the sword into a flame (and maybe speak
a command word). When this happens there is a 50% chance that all normal and most magical
flames within a 10Â’ radius will go out.
Q. A gem of insight (DMG, page 169) raises the possessorÂ’s Intelligence and Wisdom
scores after three months and works once every 50 years. Does this mean that an elf who
possessed the gem for 300 years and three months would gain seven points of Intelligence and
Wisdom?
A. No; the elf gains only one point of Intelligence and Wisdom from the gem. The elf could
not benefit from the gem more than once.
Q. What happens when wild mages abandon wild magic? Page 20 of The Complete
WizardÂ’s Handbook says specialists retain any extra spells they already have, but a wild
mageÂ’s extra spells are wild magic, which only wild mages can use.
A. I recommend a wild mage who drops wild magic lose her extra spell slots, the + 10%
bonus to learn wild magic spells, the -5% penalty to learn other spells, and the ability to
control wands of wonder and similar magical items. You can apply this reasoning to other
specialists as well. In lieu of the rather lengthy and complicated rules for dropping a specialty
in The Complete WizardÂ’s Handbook, you can assume the former specialistÂ’s new
approach to the art of magic cancels out extra spell slots and also the specialist bonuses and
penalties to learning new spells.
Q. Can undead creatures such as liches and vampires use potions, oils, and ointments?
A. Any creature can use a potion as long as it is corporeal and can swallow the liquid or at
least pour it down its gullet. The act of imbibing the potion releases its magic— a potion
doesnÂ’t have to be digested. Noncorporeal creatures, such as spectres, cannot use potions.
Likewise, anything that has a body and a way to spread an oil or ointment over its body can
use a magical oil or ointment. See the next question for an important exception to the forgoing
statements.
Q. How do undead creatures recover hit points? Can they recover hit points?
A. ThereÂ’s nothing in the various monster descriptions to imply that damage to undead
creatures is permanent, so it seems likely that they can regain hit points somehow. Vampires
can regenerate, and regain hit points fairly quickly. Other undead can recover hit points by
resting, just like living creatures do (probably by absorbing negative energy and using it to
reconstruct their bodies). The DM is free to decide how quickly hit points are recovered, but I
suggest a maximum of one hit point every 24 hours. Note that healing spells do not work on
non-living creatures, as “Sage Advice” pointed out last month. I strongly suggest you
extend this limitation to include potions of healing, KeoghtomÂ’s ointment, and similar items.
The DM might, however, introduce spells and items that can heal the undead; such items
probably would be very dangerous to the living.
A. Most DMs I know assume that undead creatures avoid sunlight when they can. Other than
that, sunlight has no special effects on the undead, but check the individual monster
descriptions to be sure. Spectres, for example, not only hate light, but also are powerless in
daylight. Before somebody asks, a spectre rendered powerless by daylight can only move. It
cannot attack or drain levels. Because it hates light so much, a spectre must try to move to a
dark place; it canÂ’t go joyriding in the sunlight.
Q. What happens to a lich when it casts a spell such as wish that causes aging or permanency,
which reduces Constitution?
A. A lich who casts a wish spell gets five years older. This doesnÂ’t have much effect on the
lich, but it does shorten its unlife by five years. If a lich casts enough wish spells, it eventually
“dies” and falls into dust. Note also that casting a wish spell forces the character to rest in
bed for 2d4 days. A lich must rest in its tomb for the required time after casting a wish.
Because this leaves the lich vulnerable to attack, I doubt that liches cast wish spells very
often. Because liches once were living characters, itÂ’s a good bet that they have a
Constitution score, which is determined by rolling 3d6 or whatever method the campaign
employs. The DM is free to decide what effect the lichÂ’s transformation into an undead
creature has on the Constitution score. It might be reduced (dead people are not at all well), or
it might be increased (dead creatures can pretty much ignore injuries that would imperil a
living creature, and they donÂ’t have to worry about getting sick). In any case, once the
lich’s Constitution score falls to zero it “dies.”
Q. How do you determine a lichÂ’s hit points? Do they have four-sided hit dice?
A. A lich has 11d8 plus one hit point per level over 11th. For example, a lich who is a 17th-
level wizard has 11d8 + 6 hit points.
A. An archlich is a lich that does not have an evil alignment; I suggest that you do not allow
good or neutral priests to turn them. However, you might want to allow good or neutral priests
to befriend and control archliches of the same alignment just as evil priests can control evil
undead (see PH, page 103). Evil priests can turn archliches just like they can turn paladins.
Because archliches are so rare, you might want to penalize evil priests three levels, just as
they are when turning paladins. That is, a 6th-level priest uses the 3rd-level column when
turning a paladin or archlich.
Dragon #208 wrote:
Q. What are the advancement limits and allowable multi-classed combinations for tieflings
(from the new PLANESCAPE. setting)?
Q. Van Richten.s Guide to Ghosts says (on page 31) that a ghost can retain any psionic
powers it had in life. I am a big fan of psionics, so I allowed this rule to apply to any undead
with a fairly good Intelligence score. Then one of my players pointed out that since vampires
advance in power by age a psionic vampire could use the Aging power to become immensely
powerful. What should I do (other than drop the rule)?
A. There are several things you can do: You might decide that undead subjected to the Aging
power get older, but don.t get any more powerful. Vampires get more powerful as they age
mostly because they accumulate knowledge and generally improve themselves through long
practice at whatever they do. The various forms of unnatural aging don.t provide any
opportunity for meditation and self education, they just wear at the body and mind. Under this
house rule, a vampire might be forced into hibernation by unnatural aging, but it would not
gain any new abilities. You might decide that vampires do get older and more powerful with
unnatural aging, but are forced to hibernate (with its attendant disabilities and risks) more
often as they add unnatural years to their lives. You might decide that vampires and other
undead are immune to all forms of unnatural aging. Time may weigh heavily on a vampire.s
mind and the passing decades may tear away at its body, but there.s no reason to assume that
a vampire really ages in the same sense that a living creature does.
Q. I.m thinking about bringing some of the new DARK SUN® setting weapons from issue
#185 into my non-Athasian campaign: the bard.s friend, cahulaks, and tortoise blades. Could a
druid use these weapons if they were made of bone, wood, or stone? Druids can wear leather
armor after all. Also, will there ever be a Complete Druid.s Handbook?
A. For starters, I don.t recommend adding three weapons to the druid.s list of allowable
weapons. Speaking unofficially, I think it.s fine to add some distinctiveness to your campaign
by expanding the weapon lists. On the other hand, it.s easy to get carried away. I.d hold the
additions down to one new weapon for druids, maybe two if a PC druid from your game
actually visited Athas and came back home to tell the tale. Looking over the three weapons on
your list, I.m inclined to eliminate cahulaks first because they are the most unlike the weapons
already on the druids list. The bard.s friend seems to be something like a dagger, albeit more
complicated. There.s no reason druids couldn.t use metal versions of this weapon; they.re
allowed to use metal daggers and scimitars after all. I have doubts about tortoise blades.
Essentially, a tortoise blade is a combination weapon and shield, which doesn.t strike me as
very druidical. If you decide to allow druids to use tortoise blades, I recommend that you
restrict druids to tortoise blades made of natural materials (such as the ones you mentioned in
your question) because they function as armor. The Complete Druid.s Handbook is at the
printer as you read this. Look for it at your favorite game store in September; its TSR product
number is #2150.
Q. Alright ya. berks, what.s the chant? The PLANESCAPE boxed set doesn.t give any height,
weight, or age charts. How.s a blood supposed to know how much a bariaur weighs? Or how
tall a tiefling or githzerai is? Fess up addle-coves, ya goofed! All kidding (and planespeak)
aside. What are the height, weight, and age limits for these three races?
A. Githzerai use the human age tables from the PH. Githzerai are roughly human sized, but
tend to be a trifle taller and thinner. I recommend a base height of 60. with a modifier of 2d12.
and a base weight of 100 lbs. with a modifier of 5d10 lbs. Use the same numbers for males
and females. Tieflings, being planar crossbreeds, vary considerably, but are man sized. I
recommend using the human, elf, or half-elf height and weight tables. Pick one or determine it
randomly (but don.t use two different tables to generate one character.s height and weight).
Use the half-elf age tables for tieflings. Bariaur are about the same size as centaurs, but a tad
smaller. I recommend the following numbers for males: 77. plus 3d6. and 700 lbs. plus 4d20
lbs. For females: 74. plus 3d6. and 660 lbs. plus 4d20 lbs. A bariaur is usually about three feet
longer than it is tall.
Q. Where within Myth Drannor is The Dawnspire (the temple of Lathander)? I.ve looked
through the book twice and I can.t find a clue. I know the site is supposed to cover about five
acres, but there.s no scale on the map. Is that an oversight?
A. TSR.s Karen Boomgarden and I also spent a great deal of time poring over the book and
the Myth Drannor maps trying to find the answer to this one. (The floor in Karen.s cubical is
just about large enough to accommodate all the maps at once. An onlooker would have had a
grand time watching the two of us trying to study the maps without soiling or tearing them
with our shoes.) Karen and I suggest placing the temple in the Westfields area, just south of
the Burial Glen (see the Campaign Guide to Myth Drannor, page 15.) There isn.t supposed to
be a scale printed on the maps. Myth Drannor.s Mythal, see the Campaign Guide to Myth
Drannor pages 22-31) and the corrupting influences of all the gates and wild magic make all
distances within the ruins distorted and variable
Q. Do githzerai PCs retain their planeshifting ability? If not, why not? The original githzerai
were psionic. What happened to this ability?
A. No, player-character githzerai donÂ’t have any plane-shifting abilities. The most likely
reason for this is that the ability is something that whole communities of monastic githzerai
living on their adopted home plane of Limbo are able to generate at need. Independent
githzerai living in other places throughout the multiverse donÂ’t have this ability. Perhaps
they give it up voluntarily when striking out on their own. NPC githzerai are psionic (see the
MONSTROUS MANUAL™ tome, page 155). If you use psionics in your game, I suggest
that you allow player githzerai to roll for wild talents as though they were human, and to
become psionicists of up to 12th level.
Q. Do planar PCs in the PLANESCAPE setting really have the ability to see portals? I can
find only one reference to the ability and everything I read about portals suggest that they are
inconspicuous and not noticeable without magic. What would a planar “see” that would
identify a portal?
A. Yes, planars really can see portals. According to page 9 of A PlayerÂ’s Guide to the
Planes, a planar sees a glowing outline when she looks at a portal. Common sense (and game
balance) suggests a few limitations: A gate or portal must be active to show an outline; if a
temporary or shifting portal is not active when a character looks at it there is no outline and
there is no way to tell just by looking that there might be portal there sometime in the future.
The outlines donÂ’t glow like neon signs; it takes a long, careful look to discover one. I
suggest one turn to search a 10’ x 10’ area for outlines. No die roll is required—if a
planer looks in the right place she finds the portal—but the character must make a special
effort. Note that true seeing and warp sense spells make portals stand out, which makes
finding them a lot quicker. Note also that planars canÂ’t tell where a portal leads just by
looking at it.
Q. Do the sha’irs of the AL-QADIM® setting know first- and second-level priest spells as
common knowledge? Does a shaÂ’ir have to see a priest spell being cast before he can send
his gen to get that particular spell? Does the deity the shaÂ’ir worships have any effect on the
priest spells he can cast or on his punishment if he gets caught?
A. Priest spells are not common knowledge to shaÂ’irs; a shaÂ’ir cannot send his gen after a
priest spell until he has witnessed it being used at least once. ShaÂ’irs are not priests and
always risk divine displeasure if they decide to try casting priest spells. In the case of devout
shaÂ’irs, itÂ’s best to assume that is the shaÂ’irÂ’s own deity that takes him to task if he is
caught meddling with priest spells—the deities of the Land of Fate take care of their own.
Q. The DMG says that flying creatures have a daily movement rate in miles equal to twice
their flying speed if the air is calm. The world map in the new COUNCIL OF WYRMS™
setting has a scale of 50 miles per hex. Most dragons have a flying rate of 30, so they can fly a
little more than one hex a day. How can the dragons in this world ever answer a call to
council in the required 15 days?
A. I was party to a discussion of this very problem while the COUNCIL OF WYRMS box
was in production. The solution goes something like this: The movement rate in the DMG
assumes a 10-hour day at a moderate pace with stops for food and rest. Dragons, being
fantastically strong fliers, can stay aloft for 20 hours a day with no stops at all. This yields a
daily movement rate of 10 times the basic move, or six hexes a day for a dragon with a flying
speed of 30. ThatÂ’s more than enough to allow any dragon to reach the Council Aerie in 15
days no matter where it starts on the map. An oversight caused this solution to be excluded
from the final version of the manuscript. I suggest you treat this kind of extended dragon
flight as a type of forced march (see PH, page 120). Note that dragons can fly five times their
basic movement rate in miles per day (three hexes for a dragon with a flight speed of 30) and
avoid the daily Constitution check. You should assume that the oceans surrounding the IoÂ’s
Blood island chain are dotted with landing places too small to appear on the map. Any
dragons can pause at one of these for a quick nap and snack whenever the need arises. I
suggest that you allow a dragon who is trying to answer a summons to council to ignore one
failed saving throw during the trip for each age category it has. After the flight ends, a dragon
must sleep one day for each day of extended flying, plus one week (15 days in a dragonÂ’s
reckoning) for each failed saving throw. The dragon can postpone the sleep for one week per
age category, which should allow it to attend all the council before it has to doze off.
A. Prince of Lies author James Lowder is planning an article for this magazine containing the
very information youÂ’re asking about. The article wasnÂ’t finished when I wrote this
column, but you should see it in these pages soon. Also, there has been some discussion at
TSR, Inc. about releasing (possibly as early as 1995) a new book of the AD&D game deities.
Plans for the book are not yet official, but it almost certainly will contain updated information
on all TorilÂ’s deities.
Q. enjoy “Sage Advice” very much, but I feel I must reply to some of issue #204’s
letters myself. First you claimed that beholders procreate by means of parthenogenesis.
However, on page 69 of the Lorebook of the Void in the SPELLJAMMER® boxed set very
clear reference is made to a beholder “hive mother” or ultimate beholder; this implies a
gender distinction. Also, you pointed out all the errors in the letter about the exploding
gnomish sidewheeler except the most glaring one: an amulet of the planes wonÂ’t work in the
Flow because alternate planes are inaccessible. The character, far from gaining 1,000 xp,
should be radioactive toast. You shouldnÂ’t get soft on character death through stupidity just
because youÂ’re writing for the April issue. By the way, can the Mists of Ravenloft reach into
the Flow even though access to other planes is restricted?
A. I “claim” nothing about beholders. In issue #204 I merely pointed out what the
MONSTROUS MANUAL tome says about beholder reproduction (see page 22). The MM
material is only speculation, the exact nature of beholder reproduction is unrevealed. In any
case, your single line from Lorebook of the Void hardly disproves the parthenogenetic
reproduction theory. In fact a “hive mother” is not a female beholder, but a type of
beholder-kin (see MM, page 25). Note that the term “hive mother” doesn’t necessarily
imply that beholders have genders—it’s just a name. George Washington is known as the
father of our country, but that does not mean that he and Martha are still having bambinos.
Also note that any parthenogenetic creature could literally be a “mother” because it is
capable of producing offspring. Such a creature is not female in the traditional sense of the
term because it reproduces without assistance or interference from others of its kind.
Regarding exploding gnomish sidewheelers: IÂ’m sorry, I think overlooking a crystal
sphereÂ’s sheer size and volume is the most glaring error here. As far as escaping via an
amulet of the planes, you are right, the amulet shouldnÂ’t work in the Flow any more than a
plane shift or similar spell would. But, the sidewheeler was exiting the Flow at the time of the
explosion. I have you at a slight disadvantage, because the edited version of the letter didnÂ’t
make that altogether clear. So, while the ship wasnÂ’t exactly in Wildspace, it wasnÂ’t really
in the Flow either. More importantly, I think itÂ’s a very bad idea for a DM to reverse a
decision that allowed a player character to survive a bad situation. Campaigns begin to
crumble when players are jumping for joy over a miraculous escape and the DM poops the
party by telling them their characters are dead after all. It would have been fine for the DM to
warn the player never to count on saving his gnome from explosions in the Flow via an
amulet of the planes again, but the ruling should be allowed to stand— lucky flukes happen
to PCs from time to time—that’s why they’re heroes. I’m inclined to think that the
Mists of Ravenloft do not extend into the Flow. Characters who commit despicable acts are
not necessarily safe, however. The Dark Powers are canny, and the Mists could be waiting for
evildoers upon their return to Wildspace.
Q. Your discussion of beholders in issue #2O4 leads me to ask what happens to a beholderÂ’s
eyes when its body is slain. Do the eyes die even if they have taken no damage or do they
keep functioning until they, too, are killed?
Q. The toothless vampire question from issue #204 reminds me of a long-standing argument
between my DM and me. My character met an old man one night. After studying the fellow
with infravision and detecting a normal heat pattern, my character spoke with the man for a
time and eventually shook hands with him. Zap! The old man was a vampire who drained two
levels from my character. My DM explained that the vampire had a normal heat pattern
because it had just fed. WouldnÂ’t the heat left over from a feeding be concentrated in the
vampire Â’s stomach?
A. If one assumes that a vampire imbibes and digests blood just as a living person swallows
and digests food and drink, then yes, a character with infravision might see just a faint glow in
the belly of a vampire that has just fed. Your DM, however, apparently has decided that a
recent feeding imbues a vampireÂ’s entire body with a semblance of life, at least as far as its
heat pattern is concerned. The concept seems reasonable to me.
Dragon #209 wrote:
Q. If all petitioners. (from the PLANESCAPE. setting) memories of the past have been wiped
completely away, how can speak with dead spells have any effect on them, assuming the they
are questioned about their past lives? What happens to the petitioner if she is resurrected or
reincarnated?
A. I don.t know why anyone would try speak with dead on a petitioner. A petitioner is alive,
and if you want to speak with one you just walk up and say .Hi.. If, on the other hand, one
were to find a petitioner .s mortal remains, one can use speak with dead on them and get a
normal result, provided that the creature has not been dead longer than the spell allows. A
speak with dead spell doesn.t give the caster a hotline to the petitioner (as you point out, that
would be useless). Instead, speak with dead is a divination spell that allows the caster to learn
things that a particular dead creature knew in life. Exactly how this works is unrevealed, but it
a pretty good bet that petitioners have nothing to do with the process. In any case, just because
a petitioner has no knowledge about its past life doesn.t mean that her knowledge is
irrevocably lost. Raise dead, resurrection, and reincarnation spells also function without
regard to petitioners. If one of these spells is used successfully, the subject creature is restored
to life. If the creature.s spirit already has re-formed into a petitioner, there is no effect on the
spell or its results, but its a pretty good bet that the petitioner vanishes when the creature
returns to life.
Q. According to the Player.s Guide to the Planes (page 21), members of the Fated receive
double proficiency slots. Does this apply to both nonweapon and weapon proficiencies?
A. Judging from the material on page 21, I suggest that you double only the character .s
nonweapon proficiency slots.
Q. Sigil and Beyond makes it pretty clear that powers (gods) can.t enter Sigil in their true
forms. Can powers enter Sigil in avatar form?
A. Powers do not enter Sigil in any form. They can send in their proxies, however.
Q. The character record sheets from the COUNCIL OF WYRMS. boxed set have space for a
dragon character.s wingspan. How is a dragon.s wing span calculated?
A. A dragon.s body is about one-third as wide as it is long, and its wingspan is twice its
width; see page 11 in the Adventures book.
Q. When increasing a dragon character.s Strength score due to level advancement, when do
you stop? Can the score be increased past the original roll?
A. A dragon.s Strength score stops increasing when the score reaches the racial maximum or
the dragon reaches the great wyrm age category. The initial roll determines the dragon.s
Strength score at the mature adult stage, not the dragon.s maximum Strength score.
Q. Exactly how much area does a scrying device such as a crystal ball or a magic mirror spell
show? Does a character using a scrying device learn enough about the subject.s location to
teleport to the subject.s location?
A. Although the item description does not mention it, a crystal ball (and spells that duplicate
its effects) creates an invisible sensor that provides a sort of magical peephole through which
the user views his subject. When a creature detects the scrying, it detects this sensor. When a
dispel magic spell is used to disrupt scrying, the sensor is the spell.s target. The sensor always
appears in a location that gives an unobstructed view of the subject. The DM can decide how
far away from the subject the sensor will be, but it should be close enough to allow the viewer
to see details, say 5-30. distant. Assume the view is similar to a closely focused photograph;
the viewer can see the subject and any creature or object in its immediate vicinity. The view
behind the subject is murky and indistinct. If the DM allows, the viewer can move the sensor,
but each change should require a roll for success (I recommend a minimum 5% chance for
failure when moving the sensor). The viewer can teleport to the creature.s location, provided
that the creature is in a location where teleporting works; a creature on another plane, for
example, is unreachable by means of the 5th level teleport spell. If the viewer has never seen
the subject.s location before, treat the area as .viewed once.. If the viewer makes a special
effort to study the location and spends at least five minutes looking at it, treat the area as .seen
casually.. If the viewer scrys the same area repeatedly over a period of weeks or months, the
area can be treated as .studied carefully. or .very familiar..
Q. Can humanoids other than giantkin (firbolgs and voadkyn) use giantkin weapons? If so,
which ones?
A. Judging from the discussion of giant-kin weapons on page 112 of the Complete Book of
Humanoids, I.m inclined to suggest that any humanoid character who is subject to a penalty
when using size S or M weapons (see page 111) should be allowed to use giant-kin weapons.
Getting such weapons might be easier said than done, however.
A. No.
Q. Can a character using a nonmagical shield or a nonmagical weapon parry an attack from a
monster than can be harmed only by magical weapons?
A. Yes. Although some AD&D game systems for parrying blows require a successful attack
roll against the opponent, a parry does not harm the opponent directly. The object is to put a
weapon or shield between the defender and the attack to block or deflect blows, this action is
not subject to weapon immunities of any kind.
Dragon #210 wrote:
Q. When a spell-caster uses a touchdelivered spell, does he have to try to touch a recipient
immediately or can he wait until a later round? What happens if the recipient is unwilling and
the spell-caster fails in his first attempt to touch the recipient? Do attack bonuses from
Strength apply to the touch attempt?
A. Generally, a touch-delivered spell remains active only during the round when it is cast (see
DMG, page 61). There are a few spells, such as dispel evil that remain active for a short time
or until triggered. Check the description of the spell to be sure. ItÂ’s safe to assume that a
fairly firm touch on the recipient is required to complete a touch-delivered spell, so itÂ’s
entirely reasonable to allow Strength bonuses or penalties to modify the touch attempt, but
thatÂ’s not official.
Q. How much damage does the seventh-level priest spell fire storm inflict? One of our local
players insists that a 14th-level caster would inflict 16d8 points of damage with this spell.
A. The spell inflicts 2d8 points of damage plus one extra point per caster level. A 14th-level
caster creates a fire storm that inflicts 2d8 + 14 points of damage. A successful saving throw
vs. spells reduces the damage by half.
Q. Dwarves, gnomes, and halflings enjoy Constitution-based saving throw bonuses vs. magic.
Do these bonuses apply only to saving throws against spells, or do they also apply to saving
throws vs. rods, staves, wands, petrification, and death magic?
A. The bonus applies to any saving throw against an effect generated from a wand, staff, rod,
or spell. If a spell or device produces an effect that uses the saving throw priority rules (see
PHB, page 101) the character still gets the bonus. The bonus also applies to monstersÂ’ spell-
like abilities, but not to gaze attacks or breath weapons.
Q. When a druid is using his shape change ability to assume an animal form and he returns to
his normal form he regains 10%-60% of his lost hit points. Does this apply to any lost hit
points or just to hit points lost while in animal form?
A. Actually, the rules say the druid regains 10%-60% of all damage he has suffered whenever
he assumes a new form (PHB, page 37). So, the healing would apply to any damage the druid
had sustained before assuming any particular animal form. Note that reverting to normal form
does not count as assuming a new form for healing purposes; the druid regains hit points only
three times a day—once with each assumption of an animal form.
Q. Can thieves use their backstab damage multiplier when using a thrown weapon such as a
dagger?
A. The rules donÂ’t say the thief has to use a melee weapon to make a backstab, but I donÂ’t
recommend that you allow backstabbing with missiles—it makes the ability too easy to use.
Q. Will a stoneskin spell protect a character against energy draining? Will it protect against
touchdelivered spells such as cause serious wounds?
A. Stoneskin does not protect against magical attacks of any kind—even touchdelivered
spells—or against special attacks that do not involve cuts, stabs, blows, or the like.
Stoneskin prevents a giant snake or spider from injecting venom with its fangs, but it wonÂ’t
prevent green slime from dissolving the character or an undead creature from draining life
energy.
Q. Will multiple stones of good luck work together? I know items such as rings of protection
donÂ’t work together but a stone of good luck has three times the XP value of a ring of
protection and all it does is increase the ownerÂ’s saving throws.
A. No, multiple stones of good luck donÂ’t work together. Take another look at the item
description, A stone of good luck does a lot more than just modify saving throws. It can
improve ability score checks (when they involve avoiding slipping, falling, dodging, and the
like). Because the stone literally makes the character a little more lucky, it also comes into
play whenever there is a roll for some random twist of fate, including dice rolls among
characters to see who gets the pick of the magical items in a treasure hoard.
Q. In DRAGON® issue #206 you listed an official correction regarding bonus priest spells
for a Wisdom score of 19 (one first-level spell and one third-level spell). ThatÂ’s fine, but the
corrected progression still gives priests with Wisdom scores of 23 + more bonus fifth-level
spells (4) than anything else.
A. Right, I only gave half an answer. The powers that be are still struggling with the official
answer to your question. In the meantime, I suggest you change the entry for Wisdom 23 to
read 1st, 5th.
A. Sigil is literally as big as the DM wants it to be. According to recent reports, the
Harmonium has measured SigilÂ’s width (the distance from one outer edge of the ring to the
other) at five miles and its circumference at 40 miles, which gives the ring a diameter of a
little more than 12.72 miles. Note, however that Sigil is a world unto itself and although it is
finite, its size is not fixed. The Lady of Pain can enlarge and reduce it to accommodate
newcomers and to force out folk who displease her. Its a good bet that Sigil gets a little
smaller whenever some poor berk winds up in the mazes. In any case, I donÂ’t recommend
making Sigil any narrower than five miles or any wider than 20 miles. SigilÂ’s population is
unrevealed; only the Lady of Pain knows exactly how many residents there are.
Q. How do the various fiends and planar races of Sigil manage to speak with each other? How
do primes and planars speak to the residents of the planes they visit? For that matter, how do
primes speak to the residents of other prime material worlds they visit?
A. The Common tongue spoken by every AD&D player character is generally understood in
Sigil. Common also is understandable throughout the planes and prime material worlds. Of
course, each place has its own particular idioms that outsiders donÂ’t readily understand.
(Planespeak, for example, takes a little getting used to.) I suppose that if your group really
likes playing charades and has plenty of tongues spells at hand, you could designate different
languages for each world, or even for different regions within each world. In any case, most
fiends can telepathically communicate with all intelligent creatures.
Q. What are the effects of the cranium ratÂ’s mind blast power?
A. It works just like a mind flayerÂ’s mind blast. That is, the pack generates a cone of mental
force 60Â’ long, 5Â’ wide at the base, and 20Â’ wide at the far end. Creatures within the cone
must save vs. wands, and failure leaves the victim reeling and unable to act for 3d4 rounds.
The blast can originate from anywhere within the pack of cranium rats.
Dragon #211 wrote:
Q. Where can I find rules for mass combat in the AD&D® game? I have seen the
BATTLESYSTEM® supplement, but I don.t have any figures.
A/ The Castle Guide (TSR product #2114) contains two mass combat systems, one for
resolving sieges and one for resolving open field battles. Both systems employ material from
the BATTLESYSTEM game. The upcoming PLAYER.S OPTION. Combat & Tactics book
(due out next summer) will contain a system for handling skirmishes involving a few dozen to
a few hundred creatures, but it also could be used for larger battles. The system is loosely
based on the boarding action system from The War Captain.s Companion for the
SPELLJAMMER® setting (TSR product #1072). TSR also is planning a hardcover book on
high-level campaigns (also due next summer), which will contain a system for conducting
mass combat.
Q. What happens to sha.irs (from the AL-QADIM® setting) when they venture into the
PLANESCAPE. setting? Can their gens still get them spells? Is the time required to fetch a
spell increased or reduced?
A. Generally, a gen can go fetch spells for its master from any place in the multiverse. The
gen.s starting location has no measurable effect on how long it takes to fetch a spell, because
most of the gen.s time is spent locating and negotiating for the spell, not actually traveling
from place to place. The DM can rule that local conditions prevent the gen from leaving the
plane, but this should be very rare. If the plane the gen is on allows access to the Ethereal or
Astral Planes, it always can fetch spells. Even when it cannot directly enter the Astral or
Ethereal, the gen probably can find a conduit or gate that will get it where it needs to go. Note
that a gen.s ability to go plane hopping does not apply to the sha.ir or to the sha.ir.s
companions. Otherwise, a sha.ir.s spells work the same way as any other wizard.s. Any local
conditions that affect the spell still apply even if the gen successfully delivers it. For example,
a gen could deliver a fireball spell to its master, who is adventuring on the Elemental Plane of
Water. The spell, however, still fails when the sha.ir tries to cast it because fire spells are
ineffective on the Elemental Plane of Water.
Q. Do dragon mages and clerics from the COUNCIL OF WYRMS setting acquire and cast
their spells the way other dragons do (learning them randomly and casting them with only a
verbal component)? Or do they acquire and cast spells the way other spell-casters do?
A. Dragon mages and clerics function just like any other player character spellcaster. In
learning .real. wizard or priest magic, they suppress their innate ability to learn spells
randomly in favor of the regular method, which allows them to know and memorize many
more spells. The dragon spell-caster must meet all the requirements for casting any particular
spell, including casting time, and verbal, somatic, and material components. Note that the
dragon.s innate spell-like abilities are unaffected.
Q. The core AD&D rules clearly state that a dragon can use its breath weapon only three
times a day. However, the COUNCIL OF WYRMS rules imply otherwise (unless you.re
using the optional on page 40 of the rules book). How many times can a dragon use its breath
weapon in a COUNCIL OF WYRMS campaign and should the rule for dragon breath
weapons be the same in all worlds?
A. The current core rules say nothing of the sort (though the original AD&D gameÂ’s
Monster Manual did limit dragons to three breaths a day). In the AD&D 2nd Edition game, a
dragon can use its breath weapon once every three rounds (see the MONSTROUS
MANUAL™ book, page 64). As always, the DM has final say about how dragon breath
weapons work, but breath weapons should work the same way throughout the campaign,
regardless of which world the PCs are visiting.
Q. Is it possible to use a dragon character from the COUNCIL OF WYRMS setting in another
setting if the dragon were in humanoid form?
A. Not really. A dragon requires a great deal of time and treasure to advance a level, and most
campaign settings do not have enough of either.
Q. What spheres of spells do dragon priests from the COUNCIL OF WYRMS setting cast?
Which if the optional spheres from the Tome of Magic can they cast? Do the various dragon
deities have specialty priests? If so, what spheres do they have access to?
A. All dragon clerics get the same spheres of spell, regardless of who their patron deities are.
Worship in the IoÂ’s Blood Isles is not yet organized or developed enough to allow for
specialty priests. Also, it is unclear whether Io would ever allow specialty priests to develop.
COUNCIL OF WYRMS creator Bill Slavicsek and I discussed the question of spheres for
dragon clerics and hereÂ’s what we came up with. Spheres marked with an asterisk are from
the Tome of Magic:
Major: All, Astral, Charm, Combat, Divination, Elemental, Guardian, Healing, Necromantic,
Protection, Summoning, Chaos*, Law*, Thought*, and Wards*; Minor: None.
Note that dragon clerics get both Law and Chaos spells regardless of alignments.
Q. What Tome of Magic spheres to specialty priests of Eilistraee and Lolth (from Drow of the
Underdark) cast?
A. Not if you, the DM, donÂ’t think it is. A quicklingÂ’s speed comes from its magically
accelerated metabolism, and is not derived purely from its physical form; therefore, it can be
considered a form of special movement, which polymorph self does not bestow (see the spell
description, PHB page 161). While polymorph self bestows the assumed formÂ’s attack
mode, a quickling Â’s multiple attacks also stem from its incredible metabolism. A character
who has assumed quickling form can use a quicklingÂ’s attack modes (weapon attacks or
unarmed combat), but only at the rate normally allowed to the character. In general, the DM
should look askance (consider special) at any nonflying movement rate of greater than 24 or
flying movement rate of greater than 36. Likewise, the ability to attack more than once each
round with the same limb is a special ability and not a normal attack mode.
Q. Is it possible to use a ring of shocking grasp to give a metal weapon an electrical charge
(by running a wire from the ring to the weapon) and inflict extra damage with the weapon?
A. Although this trick has been used in at least one published adventure, there is no reason
why the DM has to allow it. The ringÂ’s magic works when the character wearing it touches
an opponent with the hand that the ring is on (the ring literally creates a magical joy-buzzer in
the wearer Â’s palm). Hitting an opponent with a weapon linked to the ring by a wire is not
the same as touching the opponent with the hand wearing the ring. Remember that magic does
not work according to scientific principles such as those that govern the flow of electricity
from a charged object to grounded one.
Q. The psionic power Time/Space Anchor is supposed to prevent the user from being
teleported against her will unless the opponent wins a psychic contest. How do you conduct a
psychic contest if the opponent is not also a psionicist? Also, the way I read the Teleportation
power, a psionicist canÂ’t teleport another character by force. WhatÂ’s up? Also, can
Time/Space Anchor defeat the Banishment power? Can it prevent something from teleporting
into an area?
A. Conduct the psychic contest between the psionicistÂ’s Time/Space Anchor power score
and the opponentÂ’s power score. If the opponent has no power score, use the opponentÂ’s
Intelligence score instead. If the opponent is a magical device (such as a teleportation
chamber) the DM must assign a value (12 is a good base value for most devices). You are
correct that the power Teleport Other does not affect unwilling targets, but the Teleport power
allows the psionicist to teleport other creatures within her grasp if she spends enough PSPs. If
the creatures donÂ’t want to go, they can use Time/Space Anchor to stay behind. Time/Space
Anchor works against Banishment and any other effect that is described as a teleportation,
check the power, spell, or item description to be sure. Time/Space Anchor does not prevent
teleportation into an area.
Q. Some of the half-dragons mentioned back in DRAGON® issue #206 (for the COUNCIL
OF WYRMS™ setting) can have the dragon fear power. Is this the same as a full dragon’s
fear power? If so, how strong is it?
A. Half-dragon fear is just like dragon fear except that it has a limited number of uses each
day, as noted in issue #206. Otherwise, the power is based on the halfdragonÂ’s age category.
The powerÂ’s radius and strength is the same as the values given in COUNCIL OF WYRMS
Book One, table 4, page 15.
Q. Over the years IÂ’ve seen unique magical weapons and spell effects that are supposed to
be treated as magical weapons for determining what types of creatures they can harm, but that
have no actual bonuses. Does this mean that the items and spell effects in question are +0
weapons? I have never seen a creature that is effected only by +0 or better weapons. Are these
weapons and spells effective against all creatures?
Q. Do spells such as energy drain from the PHB and rift (from the Dragon Kings book, page
110) affect mummies? I know that mummies are undead creatures, but they have a connection
to the Positive Material Plane instead of the Negative Material Plane. How about psionic
powers such as Death Field and Life Draining?
A. Mummies are dead and cannot be drained of life energy (lose levels or hit dice) by any
means.
Q. A frost brand sword has a 50% chance to extinguish any fire its blade is thrust into, but the
ability has a 10Â’ radius. Does this mean a character holding the sword can try to extinguish a
flame just by getting within 10Â’ of it? Does this mean that there is a chance that every
candle, torch, and lantern within 10Â’ of the sword will go out when this power is used? What
happens if the sword is simply carried through a fire without being thrust into it?
A. The item description (DMG, page 185) says the sword has a chance to extinguish any
flame into which the blade is thrust. That leads me to suggest that the blade must at least
touch a fire before it can be extinguished. The DM probably should require the wielder to
deliberately stick the sword into a flame and activate the power, which is usable once a round.
The 10Â’ radius defines exactly how big a fire the sword can quench at once. If there are a
dozen small fires in the radius, only one can be extinguished each round. If the fire is bigger
than a 10Â’ radius it might spread right back into the area, depending on how combustible the
material in the area is. I strongly suggest that you define an individual fire as one that has a
fuel source not shared by any other fire. So, for example, a pile of seven logs burning in a
fireplace counts as one fire, but seven candles all set in a row are seven different fires.
A. I suggest 294 to 560 lbs. (280 + 1d20 x 14), just like boots of levitation.
Dragon #213 wrote:
Q. Just how complete is the protection provided by an amulet of proof against detection and
location? Does it protect the wearer and his clothing and gear from detect magic spells? Is the
wearer and his gear protected from spells such as detect invisibility and true seeing? Suppose
the wearer stole an item from a spell-caster, would the item be shielded from locate object
spells? Does the amulet protect the wearer from psionic detection? Is the amulet itself
resistant to spells such as detect magic and identify?
A. The letter of the rules will support you if you decide that an amulet of proof against
detection and location defeats all divination spells (that is, spells of the Divination school) and
psionic powers that mimic those spells. However, I suggest a few exceptions in keeping with
the spirit of the rules: First, the item description says that some information about the amulet’s
wearer is revealed if a powerful being is consulted. In game terms, I’d suggest that the priest
spell commune provides access to suitably powerful beings; so does the wizard spell contact
other plane, but only if the being contacted resides on an outer plane and has an intelligence
of at least 22 (see spell description, PHB, page 167). I also suggest that you allow true seeing
to reveal the wearer if he is invisible and to reveal the wearer’s true form if it is altered or
disguised in any way. Note that the amulet suppresses the wearer’s aura, and a priest’s true
seeing spell cannot reveal the wearer’s alignment. In any case, an amulet of proof against
detection and location also protects the wearer’s clothing and equipment, and it defeats spells
such as locate object if targeted on items the wearer has on his person. The amulet only
functions when worn by a creature, however, and it can be magically detected or identified if
it is unattended or if it is carried, but not worn.
Q. Can a detect magic spell detect a magical aura on an invisible creature? If so, would this
reveal exactly where the invisible creature was?
A. Yes, detect magic can detect an invisible creature’s magical aura. No, this does not
pinpoint the invisible creature’s exact location. See page 120 of the DMG for details.
Q. Creatures can use weapons one size larger than themselves if the use two hands (PHB,
page 73). If a gnome were using a bastard sword in two hands, what would its damage and
speed factor be?
A. That depends on how the gnome decides to use the sword and what the DM will allow the
gnome to get away with. A bastard sword is a size M weapon no matter how it is used, so a
gnome always has to use two hands. There’s nothing in the rules that says a gnome, with his
twohanded grip, can’t use a bastard sword in "one-handed mode" (speed 6, damage ld8/ ld12)
or in "two-handed mode (speed 8, damage 2d4/2d8) just by shifting his grip. Most DMs I
know would treat a bastard sword in two-handed mode as a large weapon, however, owing to
the fact that the wielder is putting more of the weapon’s overall length to use. This would
prevent gnomes and other small creatures from using the sword in two-handed mode.
Q. Can shadow magic affect objects? For example, how much effect would a shadow fireball
have on a ship’s sails?
A. Shadow magic has a real component, and it can harm objects. If the object in question has
hit points, a shadow magic spell inflicts 20% of its normal damage (see spell description,
PHB, page 171). If the target item has no hit points, make a normal roll for the item on the
item saving throw table, using whatever attack form the shadow magic was mimicking,the
spell’s real component, however weak, is potent enough to cause regular saving throws.
Q. When a magical weapon loses its enchantment due to planar travel (a sword +2 from the
Prime Material plane is taken to Limbo, for example) does it lose its ability to harm creatures
struck only by magical weapons?
A. Yes, as an item’s power fades, so does its ability to overcome special defenses. Would a
character wearing a cloak of displacement lose the cloak’s benefits if she became invisible?
Yes, displacement fools viewers by making the displaced creature appear to be somewhere it
is not. The effect is lost when the displaced creature becomes invisible.
Q. The various descriptions of golems say that golems are immune to all spells except the
ones specifically listed in the creature’s description. Does this mean that a golem can ignore
spells such as prismatic sphere? What about spells with mostly physical effects such as the
Bigby's hand spells and Mordenkainen'ssword?
A. Golems are impervious to most spells, but they are not anti-magical. Spells that do not
change or damage the recipient generally work in a golem’s presence just fine. Taking the
items from your example: a golem can walk through most layers of a prismatic sphere and
suffer no damage or special effects, but the violet (force field) layer stops the golem. The
Bigby’s hand spells cannot damage golems, but they can slow them or move them around if
the golem falls within the spells weight limits. Mordenkainen’s sword is ineffective against
golems. Note that other spells might have strange effects when golems are involved. For
example, a transmute rock to mud spell cast under a golem’s feet probably will cause the
golem to sink into the mud, The golem, however, will not drown. Instead it sinks to the
bottom and keeps right on moving, eventually climbing out. If the spell is dispelled or
reversed, the golem eventually will smash its way out of the resulting rock.
Q. Can a wizard memorize an extra spell of lower level in lieu of a higher-level one?
A. No. At least not without aid from a spell such as Rary’s mnemonic enhancer or
Mordenkainen’s lucubration.
Q. What, exactly, is required for a wizard to copy a spell from one spell book to another?
A. All that is required is a suitable spell book with space to receive the spell to be copied (see
DMG, page 42), adequate light, suitable ink and quills (the DM is free to determine what is
suitable, but the requirements for writing in spell books are much less rigorous than for
writing scrolls, see DMG, page 85), and a reasonable amount of uninterrupted study time, say
one hour per spell level.
Dragon #214 wrote:
Q. Why do innate abilities have initiative modifiers (+3 according to page 55 of the DMG)
when innate abilities are not like spells and do not require casting times (DMG, page 64)? Can
an innate ability be disrupted as a spell can?
A. Although an innate ability requires only a brief mental command from the user, they don’t
take effect instantaneously when triggered. It often is possible for an opponent to complete an
action before an innate power comes into play. An innate power, however, does not require a
casting time and cannot be disrupted as a spell can be.
Q. Magical devices such as rods, staves, and wands have initiative modifiers of up to +3; can
they be disrupted as spells can? What about rings and potions?
A. If your game is not using the optional command word rule (see DMG, page 156) rod, staff,
or wand use cannot be disrupted, although the initiative modifier still applies. If you are using
the command word rule, I recommend that you allow the process of activating any of these
devices to be disrupted, but the DM must make the final decision. Rings (and miscellaneous
magical items) generally do not require command words and they usually work just like
innate abilities. That is, all they require is a mental command which cannot be disrupted,
though there is an initiative modifier. A potion cannot be disrupted once imbibed. However,
the DM might decide that the container holding the potion is smashed or lost before the user
can drink it. Drinking a potion has an initiative modifier of +1, but there is an additional
modifier of 1d4+1 until the potion actually takes effect. Note that the +4 modifier listed on
table 41 in the DMG is just an average figure.
Q. Where is the information on alignment tongues in the current editions of the Player’s
Handbook and DUNGEON MASTER® Guide?
A. Alignment languages are not part of the AD&D® 2nd Edition game.
Q. Would a thief’s backstabbing attack always qualify as an ambush as defined on page 111
of the Player’s Handbook? What about surprise? Would the thief automatically gain surprise
if she wasn’t seen and made a successful move silently roll?
A. The penalties for being ambushed (no chance for a return attack and roll for surprise to see
if the ambusher gets a another free round of attacks with surprise) do not always apply to the
victim of a thief’s backstab attack. To qualify as an ambush, the ambusher must be aware of
her victim and prepare her attack ahead of time. In addition, the target must be unable to
detect the foe prior to the attack. For example, a thief who hears a monster approaching,
successfully hides in shadows until the monster passes, then successfully moves silently and
closes to the attack probably deserves to be credited with an ambush. On the other hand, a
thief who turns a corner and finds herself facing an opponent’s unguarded back should be
allowed to make a backstab attack, but cannot stage an ambush. Technically, a thief must
surprise an opponent before she can claim any backstab bonuses (see PHB, page 40); that is,
the backstab requires surprise, it does not guarantee it. Note that an unseen thief who makes a
successful move silently roll has an extra chance to achieve surprise, see DMG, table 57, page
102; the target should suffer a -2 penalty for the thief’s silent movement and very likely an
additional -2 for not seeing the thief lurking behind. In any case, most DMs I know dispense
with the surprise roll and allow a backstab anytime a thief makes an attack from behind
against an opponent who is unaware of the thief and has no compelling reason to suspect a
rear attack. In such cases, I still recommend a normal surprise roll. If the victim is surprised,
the thief gets two attacks before there is an initiative roll. The thief’s first attack gains the
backstab bonuses and the second attack is a normal rear attack. If the surprise roll fails, the
thief is assumed to win initiative and gets the backstab bonuses for the first attack and the
victim and turn around and return the attack if she survives.
Q. The third-level priest spell protection from fire negates 12 points of fire damage per caster
level if the caster uses it on himself. If an incoming fire attack allows a saving throw for half
damage, does the character get to attempt a saving throw to reduce the damage subtracted
from the spell’s total? What if the character also is wearing a ring of fire resistance? What of
the caster also has magic resistance?
A. A protection from fire spell negates fire damage that the protected creature actually suffers.
If the character can avoid damage altogether courtesy of a magic resistance roll, then no
damage is subtracted from the spell’s total. If the actual damage inflicted is reduced due to a
successful saving throw or a protective device, then only the reduced damage is subtracted
from the spell’s total.
Q. Does a symbol spell fade after taking effect or does it remain and possibly affect several
creatures?
A. A wizard’s symbol spell remains until triggered, then fades. It is entirely possible for entire
groups of creatures to be affected by a symbol however; as several creatures might read or
otherwise trigger it simultaneously. A priest’s symbol spell lasts for one turn per level of the
caster and can affect any number of creatures who are exposed to it within that time.
Q. Because there is a second-level priest spell detect charm, I think that a detect magic spell,
which is first level for wizards and priests, cannot detect spells such as charm person. Am I
right?
A. I don’t know. If you’re the DM, you’re right. On the other hand, detect magic reveals
magical emanations within the area of effect. Now, I don’t find anything in the charm person,
charm person or mammal, suggestion, mass charm, fire charm, or charm monster spell
descriptions implying that any of these spells do not produce magical emanations just like any
other spell does. Let’s pause for a moment, however, and examine what detect magic can and
cannot do. Detect magic can detect magical emanations from a charmed creature. If a priest
casts the spell, all it reveals is the approximate strength magic, weak to overwhelming; the
priest who cast the spell learns nothing else. If a wizard casts the detect magic spell, there is a
10% chance per caster level of identifying the exact type of magic; in this case,
Enchantment/Charm magic, not charm person or any other specific effect. Note that this kind
of accuracy is not always possible. The percentile roll to determine the type of magic can fail
and the DM can rule that there are so many conflicting types of magic present that no one of
them can be singled out. This might very well be the case if the charmed character also is
carrying several magical items, has consumed a potion, and has also has received some other
type of spell. Detect charm exists as a separate spell for two reasons. First, it allows priests to
identify magical charms when they find them; something that their version of detect magic
cannot do. Second, it allows a magical charm to be identified exactly, right down to the
specific type,it can distinguish a charm person effect from a rod of beguiling effect even when
there are several different types of magic affecting the creature being examined; something
that not even the wizard’s version of detect magic can do. Note, however, that if the creature
being examined has been subjected to several different charm effects all at once not even
detect charm can distinguish between them.
Q. How many missiles can a character wearing gloves of missile snaring catch in a single
round? Is the number reduced if the characters wears only one glove?
A. Generally speaking, a character must wear both items in a pair of magical items before
getting any benefit. One cannot, for example, wear one boor of speed and expect to go
hopping off at a brisk pace. A character wearing gloves of missile snaring can grab one or two
missiles each round. To grab two missiles, both hands must be free, that is, not holding
weapons, shields, or other equipment.
Q. What kinds of magic can a rod of cancellation actually destroy? The item description
seems to imply that the rod only works on magical items, but there are some spell effects,
such as walls of force whose descriptions say that the rod destroys them.
A. A rod of cancellation can drain any magical item according to the rules given in its
description (DMG page 152), and some spell effects. If a spell is subject to cancellation, its
description will say so. Some DMs I know also allow rods of cancellation to drain spell
effects that can be touched and that operate continuously. Such effects include the various
wall and Bigby’s hand spells, prismatic sphere (one layer only), and unseen servant, but not
spells that summon creatures or animate plants or objects. If you use this variant, you’ll have
to decide what can be canceled on a case-by-case basis.
Q. How is a wand of negation supposed to work? Does it act like a dispel magic spell,
negating effects that already are in place, or does it prevent the target device from working in
the future? If the latter is true, how long does the negation last? The wand is supposed to be
100% effective against other wands, but only 75% effective against other devices. Is a spell a
device? What about wands with multiple functions; is a wand of negation 100% effective
against the wand’s primary function (or the first one targeted) and only 75% effective against
other functions? What is a spell-like effect?
A. A wand of negation prevents wands and other magical devices from producing spells or
spell-like effects during the round in which the wand of negation is used. It does not affect
spells in any way. A wand of negation does not affect spells or spelllike effects that are
already up and running, so the wielder must win initiative to be effective. The negation lasts
one round and effects wands 100% of the time, even multi-function wands. A wand of
negation also effects (75% of the time) any nonartifact magical device that produces spells or
spell-like effects including rods, staves, rings, unusual weapons, and miscellaneous magical
items. A spell-like effect is anything that the user can invoke at his own discretion. Effects
that operate continuously are not spell-like effects. For example, the defensive bonuses
provided by rings of protection, bracers of defense, or magical armor are not spell-like
functions. The attack and damage bonuses from a magical sword are not spell-like, but any
extra, non-combat powers that the sword has, such as flight or trap detection, are.
Q. In the original Player’s Handbook, there is a +4 bonus for attacking motionless opponents,
but the modifier is not included in the current PHB. Under what circumstances does the
modifier apply? For instance, does it apply when attacking a sentry standing at his post? Why
has the modifier been dropped from the current rules?
A. The +4 modifier applies when the opponent is incapable of moving or capable of only very
limited movement, see the original DUNGEON MASTER Guide, page 70. The unmoving
sentry in your example could be attacked with a +2 modifier for a rear attack (if the attacker
were behind the sentry), but not the +4 for being motionless (because he is capable of moving
freely). If the sentry were asleep at his post, however, the +4 modifier would apply. The
current rules still contain the +4 modifier (see PHB, page 90), but the term "motionless" has
been dropped to help avoid confusion.
Q. Page 73 if the Player’s Handbook says creatures can use weapons one size larger than
themselves if they use two hands. What happens when a gnome uses two hands to wield a
bastard sword? Does the gnome use the two-handed statistics or the onehanded statistics?
A. A bastard sword is a size M weapon no matter how it is wielded. So, your gnome could use
either set of statistics, it all depends on where the character grips the sword . Note that the
sword has a slower speed factor when used two-handed. DMs who don’t care for this idea
should feel free to treat a bastard sword used two-handed as a large weapon. The sword
doesn’t actually get any bigger when used with two hands, but the wielder is employing more
of the sword’s overall length and mass. (See "Sage Advice" in DRAGON issue #213 for more
on gnomes using bastard swords.)
Dragon #215 wrote:
Q. Exactly what is meant by the phrase "magical creatures and spellcasters"; my question
relates to the vortex spell from the Tome of Magic, page 36, but a general definition would be
useful for other purposes as well.
A. In this particular case, a spell-caster is any creature capable of casting spells or using spell-
like abilities, including highlevel paladins and rangers. A magical creature, for purposes of the
vortex spell is anything that has been conjured, summoned, animated, or has its origin on
another plane. Golems, creatures carrying magical items, and creatures that are enjoying the
effects of beneficial spells are not magical unless they also fall into one the aforementioned
categories. You may indeed find this definition useful in other circumstances, but use your
common sense when applying it.
Q. I’m having difficulties with the charm person spell. How should the spell work during a
combat with several creatures on both sides? Will a charmed creature immediately switch
sides? Does a charmed creature believe everything the caster says? Will a charmed creature
follow the caster around, effectively become the caster’s henchman? Is there a limit to the
number of charmed creatures a character can control at once?
A. A charmed creature regards the spellcaster as a valued friend who will never harm it or tell
it a lie. The creature also loses all sense of personal initiative and does nothing unless the
caster tells it to do something (see DMG, pages 63-64). It is possible for the caster to persuade
the charmed creature to attack former comrades, but the caster’s intention must be clear and
the caster might need to be very insistent if the charmed creature is lawful or good and is loyal
to its original group. Such communication is seldom possible in the midst of combat, though
the caster can draw the charmed creature aside for a chat. Note that if the charmed creature’s
associates try to prevent the creature from leaving the group, it becomes much easier for the
caster to convince the creature that the former allies are enemies. A charmed creature doesn’t
necessarily believe everything the caster says, but it is always certain the caster isn’t really
trying to lie. A charmed creature will do pretty much anything the caster asks it to do, short of
obviously suicidal actions and actions completely contrary to the creature’s ethos or
alignment. For example, no druid is going to set fire to a forest (though a charmed druid might
be convinced to leave a campfire unattended). If the caster tells the creature to follow, the
creature will tag along while the spell lasts. Note that hostile actions on the caster’s part merit
a new saving throw for the creature, as does too much abuse or interference from the caster’s
companions. A caster can keep any number of charmed creatures under his thumb at once, but
there are practical limitations to how many creatures he can control at once; under most
conditions, the caster might issues brief commands to four or five charmed creatures in a
single round. If a charmed creature cannot see, hear, and understand the caster, it probably
won’t heed his commands.
Q. The material for the elven archer kit in The Complete Book of Elves recommends
continued specialization with bow. How is this accomplished? Are the long sword, short
sword, and dagger the only melee weapons an elven archer can ever use?
Q. The PLANESCAPE™ box set says priests whose deities reside on the Inner Planes lose
three levels of experience when adventuring on the Outer Planes because there are three
planes between them and their deities. The example (DM™ Guide to the Planes, page 14) lists
the three planes as the Ethereal, Prime Material, and Astral Planes. Why are the Ethereal and
Astral counted when they don’t interfere with priests on the Prime?
A. Because that’s the way the deities want things to work. As my colleague David Wise once
put it, there are no laws of planar physics that cause priests to lose levels when they visit the
Outer Planes, there are just the rules that the powers have laid down. Note that in general no
priest loses levels on any Inner Plane or on the Astral or Ethereal plane no matter where the
character’s deity resides. Of course, there might be places in the multiverse where the powers
have decided otherwise, but that’s up to the DM or scenario designer.
Q. In the PLANESCAPE setting, can priests in Sigil receive spells? If so, what is the level
cost?
A. Yes they can. Sigil is part of the Plane of Concordant Opposition and is adjacent to every
Outer Plane. Priests whose deities reside on the Outer Planes lose no levels. Priests whose
deities reside on Inner Planes lose three levels.
Q. The Manual of the Planes says that poisons don’t work on the Astral Plane because
characters’ metabolic rates are slowed. The material on the Astral Plane in the
PLANESCAPE setting doesn’t mention slowed metabolic rates at all. Is this an official
change, or just an oversight? Do magical potions work on the Astral Plane?
A. The exact magical properties of the Astral Plane in the PLANESCAPE setting are
currently unrevealed. Until updated material for the PLANESCAPE setting comes out, I’d
suggest you go by what’s in Manual of the Planes. According to that book, potions not only
work on the Astral Plane, they can last indefinitely and their durations only begin to run out
when the character leaves the plane.
A. No, these creatures have no gating ability. The manes is a kind of sub-tanar’ri, the cambion
and alu-fiends are tanar’ri crossbreeds, and the wastrilith is an elemental creature not known
for its ability to influence other denizens of the Abyss; none of these creatures enjoy the full
slate of tanar’ri powers.
Q. In the PLANESCAPE MONSTROUS COMPENDIUM accessory, the entries for the
abishai, lemure, and nupperibo baatezu are confusing. Under what conditions will each of
these fiends regenerate hit points? Also, how do the terms "holy magical weapon," "holy
sword," "holy item," and "sanctified weapon" really mean in this context?
A. In all three cases, the creatures will not regenerate back to life if killed by a holy sword or
holy water, or if doused with holy water after death. The terms in your list collectively
describe holy water and the +5 holy avenger sword. In some campaigns there might be
magical holy avenger weapons that are not +5 or that are not swords,they qualify as holy or
sanctified weapons. Some campaigns also might have holy items that are not holy water, such
as holy wafers, which can be stuffed into creature’s body to keep if from regenerating. DMs
also might allow good holy symbols to prevent regeneration if placed upon the body.
Dragon #216 wrote:
Q. I’m running a COUNCIL OF WYRMS™ campaign with five different types of dragon
PCs. Several characters (the crystal, sapphire, and copper dragons) have gained enough
experience to go up a level, while the rest (the gold and silver dragons) are still a long way
from going up. The first group of players don’t want to wait for the required time to lapse and
the second group wants harder adventures so they can get more experience. What can I do? Is
there a way to speed up or slow down the characters’ advancement rates? Is the time
requirement really necessary?
A. Yes, the time requirement is necessary, being a dragon isn’t easy. The simplest solution to
your problem is to use the Player Character Sets rules (Book One, page 35). Let the players
with dragons ready to go up levels temporarily retire their characters (or better yet become
involved on dragon politics or other campaign business) and have those players use their
kindred characters for adventures while the remaining dragons collect the experience and
treasure they need to advance. There are other solutions, but how well they work depends on
how competitive your players are. If your players are dedicated role-players, you simply can
advance the campaign timeline a few decades or centuries whenever you feel the need and
promote all the PCs to the next level.
Q. Can tieflings, cambions, alu-fiends, githzerai, and other races from the PLANESCAPE™
setting choose character classes from the AL-QADIM® setting? I understand there might be
some social and cultural barriers, I just want to know if it’s possible.
A. Planars who immigrate to Zakhara are limited to the various outlander kits, just as other
non-Zakharans are. There’s no reason why second generation planar immigrants can’t choose
native kits, assuming that the pervious generation took pains to become part of the society.
Q. Are the optional individual experience awards and the individual class awards supposed to
supplement the group experience award (DMG, pages 46-48) or replace it?
A. Actually, the individual class awards are optional, too, even though the blue box on page
48 ends at the bottom of the first column. Generally speaking, individual character awards
should be given in addition to any group award, as these awards reflect superior play. An
individual class award can be given in addition to the group award or instead of the group
award, depending on how the DM feels about the situation. For example, a thief who steals
back a bribe the party had to pay a dishonest guardsman probably should receive extra
experience points for grabbing the money in addition to the group’s award for the whole
adventure. On the other hand, a thief who gets the whole party in unnecessary trouble by
picking on the wrong mark, but still manages to retain what she stole, might be given the
bonus instead of a share in the group award.
Are racial saving throw bonuses cumulative with saving throw bonuses for high ability
scores? For example, does a dwarf or gnome with a 17 Constitution and an 18 Wisdom
receive a +8 to saving throw vs. spells?
A. Yes the bonuses are cumulative. However the dwarf in your example would receive the
full +8 only against spells that affect the mind, such as charm person, because the +4 bonus
from Wisdom only helps against mental attacks. Also remember that a roll of a 1 on the
saving throw die is a failure.
Q. Are psionics subject to planar alterations as spells are? School alterations usually do not
apply to psionics. Certain other special planar effects, however, still can apply if the DM
wants them to. For example, the retribution effect for direct attacks on important tanar’ri in
the Abyss probably should apply to all forms of psionics. When calculating a creature’s
experience value, what’s the hit die value modifier (DMG, page 47) for psionic abilities?
A. Add one hit die if the creature can employ only psionic devotions or add two hit dice if the
creature can employ psionic sciences.
Q. Do player characters need to have the read/write proficiency to use magical books, tomes,
manuals, and librams? Do player characters need the read/write proficiency to use scrolls and
spell books?
A. A character must be able to read to use any written magical item, including books and
scrolls. Technically, wizards and bards are not required to have the read/write proficiency,
though many campaigns do require it as a house rule. Spell books are written in a sort of
personal magical cipher, and illiterate characters can make up their own if they know how to
cast spells. Note that read magic always gives the caster the ability to read a scroll, though the
character might be categorically denied the use of the spell (no wizard can cast a priest spell
from a scroll and vice versa). Likewise, thieves are not technically required to have the
read/write proficiency to use their read languages skill (the skill itself is sufficient to unravel
the mysteries of a written page if the character’s die roll succeeds) or to use scrolls at high
level.
Q. The spellcraft proficiency allows characters to recognize magical and magically endowed
constructs. What, exactly, does this mean?
A. It means that the character knows a spell effect when he sees one. For example, a
successful proficiency check would tell the character which wall in a room was created with a
spell. The character would not know, however, if the magic involved was a wall of stone
spell, an illusory wall spell or something else entirely. Some DMs might allow the character
to recognize magically constructed or animated creatures as well. For example, the character
might be able to note a golem lurking in a row of normal statues or an animated table before it
moves to the attack. Spellcraft is not a substitute for a detect magic spell. It will not reveal
magical items buried in a treasure hoard or allow the character to determine which spells have
been cast upon a creature.
Q. How does weapon specialization work with the eleven bladesinger kit?
A. The exact distances are unrevealed, mostly because physical distances are pretty much
meaningless in a setting where a cutter can find a gate leading just about anywhere. If you
really have to know, the distance from the spire to any gate is probably at least 25,000 miles.
Generally speaking, if a player character would even think of trying to walk the distance,
you’ve made it too short. Beyond the gate towns lie unexplored tracts of that plane. Exactly
what such tracts contain is unrevealed, but they generally conform to the plane’s basic nature.
In the Outlands, for example, the areas beyond the gate towns look pretty much like ordinary
landscapes, though a traveler will find the occasional realm of a neutral power whose
personality shapes the countryside. In a similar fashion, there also will be gates to other planes
and the areas around those gates will reflect the nature of the plane the gate leads to.
Dragon #217 wrote:
Q. An amulet of life protection works against all sorts of potent mental attacks, but how does
its second power, the ability to hold the wearer Â’s psyche for up to seven days before it
departs to the plane of its alignment, work? A raise dead spell can help a person who has been
dead longer than seven days, so whatÂ’s the point?
A. If one assumes that at death a character Â’s psyche departs to the plane of its alignment,
then the amuletÂ’s second power becomes obvious. It prevents the character from dying until
seven days have passed. If “killed” the wearer remains at 0 hit points (or -10 hit points if
you use the Hovering at DeathÂ’s Door optional rule) until the characterÂ’s hit points are
brought back into positive numbers by magical healing or until seven days pass, in which case
the character really dies and must be raised or resurrected (if that is possible). Most DMs also
will allow a character with an amulet of life protection to be raised or resurrected even if the
character Â’s body has been destroyed, as long as the amulet survives. In any case, the wearer
can be raised or resurrected even after being killed by a death spell or a demi-lich or by any
other special attack that would otherwise slay the victim irrevocably.
Q. How does one deal with armor for bariaur characters from the PLANESCAPE™ setting?
How much does the armor cost and how does it work?
I recommend treating armor for a bariaur or centaur as horse barding, but add 15% to the cost
and weight to account for the creaturesÂ’ humanoid foreparts. So chain mail would cost 575
gp and weigh 80 pounds. If the armor normally grants an armor class better than the
characterÂ’s natural armor class, the character gets the better one, AC 5 in the case of chain
mail. Otherwise, the characterÂ’s armor class improves by one; for example, a bariaur in
leather would have an armor class of 5. A shield improves a bariaurÂ’s or centaurÂ’s armor
class by one, but only against attacks coming from the front.
A. You might consider allowing the character to meet and win some kind of animal
companion or perhaps a follower, such as rangers gain.
Q. Can a psionicist stack defense slots to increase his power score in the same way the
character can for normal sciences and devotions?
A. Yes. A psionicist can improve a defense modeÂ’s power score by devoting an extra slot to
it instead of choosing a new defense mode when the character qualifies for one. A character
with access to the telepathy discipline also can improve a defense modeÂ’s power score by
devoting a telepathy slot to a defense mode he already knows.
Q. Is there an easy way to determine a monsterÂ’s level for the purpose of constructing my
own tables for monster summoning spells?
A. The original AD&D game used a creature Â’s experience point value to determine its level
for purposes of random encounter and summoning tables. HereÂ’s something similar for the
current game:
The numbers above are maximum values; if a creatureÂ’s experience value exceeds the
listing for a given level it belongs in the next higher category. Feel free, however, to adjust
things a little bit when building summoning tables of your own. The creatures listed on the
monster summoning tables in the MONSTROUS MANUALTM, Book for example, donÂ’t
always match this table.
Q. Just what abilities do player character specialty priests of the deities from the Legends &
Lore tome get? Specifically, priests of Tyaa get thief abilities. Which thief abilities? Priests of
Odin or of the Valkyries must meet fighter requirements, does this mean they get warrior
abilities such as multiple attacks and ability to roll for exceptional Strength scores? A priest of
Horus is a paladin, but how much of a paladin?
A. If the deityÂ’s description says specialty priests get particular abilities, then PC specialty
priests get those abilities. Make sure you understand what youÂ’re reading before handing out
extra character abilities, though. For example, priests of Odin must meet the qualifications for
fighters (Strength 9) in addition to the requirements for priests (Wisdom 9), but gain no other
fighter abilities beyond what is listed on page 175 of L&L (one extra hit point per level and a
fighterÂ’s THAC0 once the character reaches 10th level). Priests of the Valkyries have the
same requirements, but always use the warrior combat and saving throw tables. In both cases,
the characters are still priests; they use the priest experience tables and gain no other warrior
abilities. Priests of Tyaa literally are thieves with spell-casting abilities. They use the rogue
combat and saving throw tables but the priest experience tables. They gain the full slate of
thief abilities, are limited to leather armor, and have six-sided hit dice. Priests of Horus
function as paladins except that they cast spells as priests and turn undead as priests five
levels lower than their actual levels. Priests of Horus use the paladin combat, experience, and
saving throw tables. To maintain game balance, you might want to give them eight-sided hit
dice instead of l0-sided hit dice and you might also want to limit their bonus hit points from
high Constitution scores to +2 per die.
Q. Just how much stuff can a character carry? I mean, how many things can you cram into a
backpack or belt pouch before the thing bursts and how many weapons can a character stash
on his body before he become immobile?
A. A character can carry as much equipment as his encumbrance limit allows (see PHB, Table
1, page 14). Capacities for common containers are given in the PHB as well (see Table 50,
page 78); a backpack holds 50 pounds and a large belt pouch holds 8 pounds. Technically, a
character can carry any number if items if the itemsÂ’ total weight does not exceed the
characterÂ’s encumbrance limit. The DM can, however, impose a little common sense if a
player starts going over the top. Generally speaking, a character can carry one size M weapon
(such as a long sword or a battle axe) on one hip, and a size S weapon (such as a hand axe or
short sword) on the other hip. A bandolier over a man-sized character Â’s torso can hold
about three size S weapons, and a character who really wants to be armed to the teeth
probably can carry two or three very compact size S weapons, such as daggers, strapped to
each leg (bulkier weapons such as short swords and war hammers canÂ’t be this way if the
character wants to walk normally). Two-handed weapons such as long bows, pole arms, and
two-handed swords really canÂ’t be carried anywhere but in a character Â’s hands. One two-
handed weapon can be strapped across a man-sized characterÂ’s back, but the character is
going to have a very hard time getting at it quickly. You can figure the character is going to
blow a whole round getting the weapon loose, and that is possible only if the character has
taken the care to lash it carefully and provide some kind of snap or hook at the shoulder so
that the weapon can be pulled loose quickly. Without such precautions, the character probably
will have to spend two rounds getting the weapon ready or stand still for a round while a
companion undoes all the knots. Of course, a character can cram 50 pounds of weapons into
his backpack, provided that all the weapons are no more than three feet long, but getting to
them in a hurry is a real problem—out of the question if the character also has a two-handed
weapon strapped to his back.
Q. The dispel magic spell description says that it removes spells and spell like effects from
devices and innate abilities. Does this mean that the spell can remove or suppress a creature
Â’s magical ability? For instance, can a drowÂ’s ability to cast darkness be taken away (even
temporarily) by a dispel magic spell?
A. A dispel magic removes magical effects, not magical abilities. A spell-caster or magical
creature canÂ’t be magically neutralized by a dispel magic spell the way a magical item can.
The spell, however, can disrupt a spell while it is being cast just like an attack can. An innate
ability canÂ’t be disrupted the way a spell can, it could be dispelled the moment it takes effect
if the initiative roll is right.
Q. In an old issue, you said a character using a magical war hammer and wearing a girdle of
giant strength and gauntlets of ogre power would gain all the attack and damage bonuses from
the two Strength enhancing items, actual Strength score, the magical weapon, and
specialization, if any. What were you thinking? A character with a 17 Strength score, a war
hammer +2, a girdle of hill giant strength, and gauntlets of ogre power would gain a +9 attack
bonus and a +16 damage bonus. Kind of scary, donÂ’t you think? If the character is a fighter
and also drinks a potion of fire giant strength do the bonuses rise to +12/+25?
A. This is an old one, but I had two questions about it this month, so here goes: What was I
thinking? Why, I was thinking about what the rules say. In the both versions of the AD&D
game, a character who has a magical war hammer of any kind, any girdle of giant strength,
and gauntlets of ogre power gains the ability to do the Thor routine and really smash up the
opposition by adding up the combat bonuses from all the items and the character Â’s normal
Strength score bonus to boot. The fateful line of text that makes this possible can be found on
page 145 of the original DMG and on page 170 of the current DMG. Bonuses from a potion
of giant strength are never added into this bonanza of combat bonuses (a potion being neither
girdle nor gauntlet, nor normal). Note that a character must have all three items, girdle,
gauntlets, and war hammer, to get the super bonus. So, if the DM only give out two of three
items, no PC in the game can get the combined bonuses. Are the combined bonuses scary?
Well, scary is a relative term. Even your +9/+16 tactical nuke on legs is likely to take pause if
she meets something that just doesnÂ’t care about how much damage an opponent can inflict.
A vampire wizard using a fire shield spell might just ruin the tactical nukeÂ’s day, even if the
vampire only gets to stick around for a round or two before being forced into gaseous form or
being turned by the party priest. In case youÂ’re not quite following me here, remember that
vampires just donÂ’t care much about damage that doesnÂ’t come in the form of sharpened
stakes in the heart; other forms of damage just force them into gaseous form until they can
regenerate the damage. Also remember that fire shield spells turn physical attacks into
magical zaps that inflict just as much damage on the attacker as the attacker inflicts on the
target. So every time the character hits for mega-damage she also suffers mega-damage. No,
to really “scare” me you’d have to add a ring of vampiric regeneration, armor of
etherealness, and a cloak of displacement to the tactical nuke. Now thereÂ’s a character that
could make the tarrasque think about retiring and taking up collectible card games. The moral
of the story is DMs should be careful when handing out magical treasures, especially girdles
of giant strength and magical war hammers (even war hammers +1). If you find that your
players have used their charactersÂ’ magical items to create killing machines that really scare
you, itÂ’s time to start thinking about what might scare the killing machines. (What would
happen to the PCs if the spell-casting vampire had two or three hasted pet rust monsters and
had dropped a few phase door spells in strategic locations?)
Q. When an item or special ability allows a damage multiplier, exactly what gets multiplied?
A. Generally, only the damage dice roll gets multiplied; bonuses from Strength, magic, etc.
get added after the multiplier. Check the item or ability description, if it doesnÂ’t specifically
say that bonuses are multiplied, then only the damage dice are.
Q. What special abilities does the caster gain when using the ninthlevel wizard spell
shapechange? For instance, the character changes into a drow to sneak past a drow patrol.
What happen to the caster if she is killed while in an assumed form?
A. According to the spell description (PHB, page 196). The caster gains all the assumed
formÂ’s abilities except those dependent on intelligence, innate magical abilities, and magic
resistance. In your example, the shapechanged character gains a drowÂ’s superior infravision
and thatÂ’s all. If killed in an assumed form, the caster remains in that form until the spell
expires. The spell description mentions that dying in an assumed form might make
revivification difficult, but the assumed form is not permanent, and can interfere with attempts
to raise or resurrect the character only while the spell lasts.
Q. It seems to be a lot easier for priests to enchant items than it is for wizards. I mean, any
high-level priest can just plop a sword on an altar and after a few dozen days heÂ’s got a holy
avenger while the poor wizard is still out there trying to get a decent sword made. Why are the
rules set up this way?
A. They arenÂ’t. A priest prays over an item to enchant it, not to manufacture it. The item can
go onto an altar to be enchanted only if it is an appropriate vessel for the deityÂ’s power. An
item becomes an appropriate vessel only after the priest has gone through all the steps to
make it suitable for enchantment, just as a wizard must do.
Q. How do specialists who canÂ’t cast enchantment/charm spells recharge magical items?
(The enchant an item spell is an enchantment/charm.)
A. Technically, they canÂ’t. If this bothers you, go ahead and add enchant an item to the
evocation/invocation school as well as the enchantment/charm school. If you do so, youÂ’re
saying that magic can be invoked into an item (which is what priests do anyway) as easily as
it can be enchanted into an item. Since creating and recharging magical items is something of
a class ability for wizards, game balance in your campaign wonÂ’t suffer.
Q. Can specialists use scroll spells from their opposing schools? The text on page 145 of the
DMG seems to say that they can. Also, just how far does the prohibition against specialist
wizards using magical items from their opposing schools go? Can an illusionist use a potion
of healing, which is pretty clearly a necromantic item?
A. Any wizard character can read any wizard spell from a scroll (although there might be a
chance for failure if the character reading the scroll isnÂ’t of sufficient level to cast the spell).
I recommend that you allow specialist wizards to use freely any items that can be used by all
character classes, even when they duplicate effects from their opposition schools. This
includes the majority of potions, and most rings and miscellaneous magical items. Any item,
however, that can be used only by wizards, or only by wizards and priests, is off-limits to a
specialist if it duplicates an effect from the character Â’s opposition schools. Any character,
for example, can use a potion of healing, even an illusionist. An illusionist also can use a
wand of magic missiles, but the character must make attack rolls when firing the missiles, just
as a non-wizard does.
Q. Would a character die if she viewed a symbol of death through a wall of force (assuming
she had 80 hit points or less)?
A. Yes she would. While a wall of force blocks spells, it doesnÂ’t block vision. Spells that
have visual triggers, such as symbols and illusory script work on characters who see them,
walls of force not withstanding. Gaze attacks also work this way.
Q. Hey! When are you going to list Tome of Magic priest spell spheres for the deities in
Monster Mythology? How about home planes for these deities?
A. If you look carefully at the entries in Monster Mythology youÂ’ll see that spheres from the
Tome of Magic are included. Unless stated otherwise in the description (or in a
PLANESCAPE product), a deityÂ’s primary residence is on the outer that reflects the
deityÂ’s alignment. For example, Corellon Larethian makes his abode on Arborea, along with
the rest of the elven pantheon (although elven deities who are not chaotic good probably have
formal residences on their alignment planes and only have modest residences on Arborea).
Dragon #218 wrote:
Q. Wizards using the ghul lord kit from the Complete ShaÂ’irÂ’s Handbook have an ability
called manipulation, which inflicts temporary damage on the user. What is temporary
damage? Also, there is a reference to a process called “leaching” that allows the character
to use magical items to avoid the hit point loss, but leaching is never explained.
A. The damage a ghul lord suffers from a manipulation comes from the negative energy the
character uses to power the manipulation. It is temporary only insofar as it can be healed by
rest or spells—the character does not lose hit points permanently. Leaching is a complete
mystery to me, but hereÂ’s a suggestion: Defensive items, such as rings of protection, cloaks
or protection, and bracers of defense, can block the damage. Each of an itemÂ’s plusses stops
one point of damage; bracers of defense have one effective plus for each point of armor class
improvement they bestow beyond armor class 10, so, for example, bracers of defense AC 4
count as +6 items. A ghul lord carrying several defensive items can choose which one to leach
during any particular manipulation. If the manipulation is particularly powerful, the ghul lord
can leach multiple items to block all the damage. A leached magical item becomes
nonmagical for 1d4 melee rounds no matter how much damage it blocked. Each time an item
is leached, it must save vs. magical fire or be destroyed in a wave of negative energy.
Q. Are the weavings used by mageweavers, also from the CSH, like scrolls or like
spellbooks? That is, are they consumed when used or are they just another sort of spellbook?
A. A mageweaverÂ’s spell weavings are like scrolls in that they can be used only once.
Unlike scrolls, a spell weaving can be used only by the mageweaver who originally wove it. If
the mageweaver loses a spell weaving, he loses the spell it represents. A mageweaverÂ’s
spellbook is a huge tapestry (or set of tapestries) that contains all the spell patterns that the
character knows.
Q. Exactly how does a wizard using the Mystic of Nog kit (from the CSH) sacrifice spell
levels when maintaining the hands of stone power? I understand that the character must
devote one spell level to the power each time he advances a level, but the kit description says
that spells have to be expended in whole spell units, you canÂ’t spend part of a 3rdlevel spell
to get a power that costs only one or two spell levels. So, only a 1st level spell slot can be
used to maintain hands of stone. What happens to a Mystic of Nog when he gains a level and
does not also gain a 1st-level spell slot? Also, the kit description mentions that an ability score
can be raised higher than 18 temporarily. How long does the temporary increase last and how
does the character pay for it?
A. If a Mystic of Nog character doesnÂ’t have a 1st-level spell slot available to spend on
maintaining the hands of stone power, he canÂ’t maintain the power and suffers the
consequences (1d6 points of damage to the character every time he uses hands of stone).
Players who choose this power for their characters should plan ahead and make sure that
sufficient 1st level spell slots are available. If the DM is feeling kind, the PC may use the
power at a lower level if the maintenance cost canÂ’t be paid. For example, an 8th-level
Mystic of Nog inflicts 1d4 +4 hp damage with hands of stone (1d4 + half the characterÂ’s
level, rounded up). If the character advances to 9th level, he could inflict 1d4 + 5 hp damage.
If the character cannot maintain the power, the DM might allow him to inflict 1d4 + 4 hp
damage with no damage to himself. If the DM was feeling really kind, he might allow the
character to delay the maintenance cost for several levels and make up the deficit with a
higher level spell slot. For instance, the character from the previous example might not pay
any maintenance for his hands of stone power until he reaches, say, 11th level. Under the
suggested rule, his hands of stone power still would inflict 1d4 +4 hp damage, but if he
sacrificed a 3rd-level spell slot upon reaching 11th level the ability would be properly
maintained and would inflict 1d4 + 6 hp damage. I recommend that temporarily increasing an
ability score above 18 cost five spell levels per point of increase. The spell levels should be
taken from the slots the character normally has available for casting spells and are not lost
permanently. The increase lasts one day or until the character rests and studies spells again.
Q. The movement rates for a clockwork mageÂ’s mechanical devices (from the CSH) seem to
be a little short. Why would anyone bother with a device that only moves a couple of inches
each round?
A. In this case, the term “inches” is an erroneous reference to the original AD&D game,
which used scale inches to measure ranges and movement rates. Just substitute “points of
movement” for “inches” and everything will be fine. For example, for a cost of 50 gp, a
mechanical can be given the ability to walk at a rate of 2. If the clockwork mage wants a
mechanical that walks at a rate of 12, the cost is 300 gp.
Q. Are the two language proficiencies (languages, modern and languages, ancient) affected by
the characterÂ’s Intelligence score? How do you use the Number of Languages column from
Table 4 in the PHB, and how does that affect the language proficiencies?
A. Most proficiencies require a check against a relevant ability score if the DM decides there
is a chance of failure. Speaking a language can require a check against the PCÂ’s unmodified
Intelligence score (see PHB, Table 37). Deciding whether a proficiency requires a success roll
always is a judgment call on the DMÂ’s part. In the case of a language, no check is required
when native speakers are conversing. If the circumstances are difficult, such as when a non-
native speaker first hears an unfamiliar dialect or a character has to do some fast talking in a
non-native language, the DM might call for a success roll to determine whether the speaker
stumbles over a phrase or otherwise misspeaks. A success roll might also be required when a
non-native speaker tries to get vital information out of a native speaker who is excited or
distracted (did he say run to the back or the runt is back?). The Number of Languages column
from Table 4 indicates how many different languages a character can learn. For example, a
character with a 12 Intelligence cannot learn more than three different languages.
Q. According to The Book of Artifacts (page 124), a wizard needs a permanency spell and an
enchant an item spell to create a permanent magical item. Because the permanency spell is 8th
level, a wizard with an Intelligence score of 15 or less cannot learn it (see PHB, Table 4) and
cannot make permanent magical items. Is that right? Also, if the wizard were a half-elf, the
character would have to have a 19 Intelligence or he could not reach 16th level, which is the
first level in which a wizard can learn an 8th level spell. Right? Finally, if the wizard is an
abjurer, invoker, or necromancer, the character cannot make permanent magical items
because one of the two required spells falls in the character Â’s opposition schools. (Abjurers
cannot learn permanency, an alteration; and invokers and necromancers cannot learn enchant
an item, an enchantment/charm.)
A. You are almost right on all three counts. Yes, a wizard needs both an enchant an item and a
permanency spell to create a permanent magical item. Yes, a wizard must be at least 16th
level to learn and cast permanency, which is an 8th-level spell available only to wizards with
Intelligence scores of 16 or higher and access to the alteration school. (Enchant an item is a
6th-level enchantment/charm spell, which requires a 12th-level caster with an Intelligence
score of 12 or more.) Yes, a half-elf wizard needs an Intelligence score of 19 or more to reach
16th level (if the campaign is using the Exceeding Level Limits optional rule). But no rule
says a character who is creating a magical item has to cast all the required spells himself. The
character can get another character to cast the spells for him, read the spells from scrolls, or
use a wish to duplicate a spellÂ’s effects. Remember that any wizard can read wizard spells
from scrolls, even spells from a specialistÂ’s opposition schools. (This a special property of
magical scrolls and an important exception to the general rule that prevents specialists from
employing magical items that produce effects from their opposition schools.) Also, “Sage
Advice” suggested last month that it’s okay to add enchant an item to the
evocation/invocation school. You can use the same logic to put permanency into the
evocation/invocation school, too, but thatÂ’s beginning to stretch things a bit.
Q. One of my players has recently discovered the svirfneblin from the Complete Book of
Gnomes and Halflings. The svirfneblin can be accurately described as having incredible
powers and virtually no limitations. Is it reasonable to impose the same sort of light penalties
on svirfneblin as drow get?
A. Sure it is. You might want to give svirfneblin some form of agoraphobia (fear of open
spaces) instead. If they donÂ’t have a substantial roof over their heads, they suffer a -2
penalty to Dexterity scores and attack rolls, and opponents get a +2 bonus to saving throws
when resisting spells cast by the afflicted drow). The PLAYER’S OPTION™: Skills &
Powers book offers a more limited selection of powers for svirfneblin player characters (who
have let their wanderlust and thirst for adventure interfere with their racial abilities).
Q. Where can I find basic game statistics for the various weapons and armor described in
Encyclopedia Magica?
A. Check out the Arms and Equipment Guide (TSR Product #2123) or the PLAYERÂ’S
OPTION: Combat & Tactics book (TSR Product #2149).
Q. In a campaign where individual experience point awards are used, can a character get an
award for using an spell-like racial ability, such as the drowÂ’s dancing lights effect? What
about psionic wild talents? Can a character get an individual award for using those?
A. If youÂ’re talking about experience granted from DMG Table 33: Common Individual
Awards, the answer is yes. If the player is clever, it makes no difference exactly what the
character did, the character gets the award. For example, if a player with a drow character
uses the drowÂ’s dancing lights ability to convince a group of monsters that reinforcements
are coming, thus making the monsters flee from a situation where the party was in dire peril,
then the player is entitled to a reward in the form of a few extra experience points for his
character. If youÂ’re talking about experience granted from DMG Table 34: Individual Class
Awards, the answer is no. The character must use a class-specific ability to get the extra
experience, not a magical item, proficiency, or racial ability.
Q. Does the 6th-level wizard spell invulnerability to magical weapons (from the Complete
WizardÂ’s Hand-book) also grant immunity to nonmagical weapons (like the 5th-level
invulnerability to normal weapons spell in the same book)? No, but a wizard can have both
spells running at the same time. Why have the names of some of the planes of existence
changed?
A. They haven’t. What has happened is that the PLANESCAPE™ setting has revealed
what beings who actually live on each planes call their planes. The AD&D game has adopted
these “true” names in most cases. For example, the plane that people who live on the
Prime Material Plane call the Plane of Concordant Opposition is actually called The Outlands
by the people who live there. The plane always has been called The Outlands, but until
recently very few people on the Prime Material knew that.
Q. WhatÂ’s the chant, berk? I have compiled a list of about three dozen creatures that are
listed on page 128 of the PLANESCAPE™ MC Appendix but that I can’t find anywhere.
A. Okay, hereÂ’s your list with the TSR product numbers in which they appear:
Here are the titles that go with the numbers: 1050 Time of the Dragon, 2016 Monster Manual
II, 2105 DRAGONLANCE® MC
Appendix, 2116 Kara-Tur MC Appendix, 2118 Outer Planes MC Appendix, 2125
FORGOTTEN REALMS® MC Appendix, 2132 FIEND FOLIO® MC Appendix, 2145
MONSTROUS COMPENDIUM® Annual Volume One, 2603 Planes of Chaos, 2607
Planes of Law, 2613 PIANESCAPE MC Appendix II, 9292 GREYHAWK® Ruins, 9294
DragonÂ’s Rest. Some creatures are included in more than one product; in these cases I have
included only the most recent listing.
Q. How many hit dice does a lich have? I find the hit dice listings for the various types of
liches in the RAVENLOFT™ setting very confusing.
A. If the lich was a spellcaster in life, it has 11 hit dice, plus one point for each character level
it has beyond 11th. For example, an 18th level lich has 11 + 7 hit dice. If the lich was a
psionicist, it has 9 hit dice, plus one point for each level beyond 9.
Q. The item description for a vorpal blade says the sword can sever the head of a larger-than-
man-sized opponent on a modified roll of 21-23. Now, in the MONSTROUS MANUAL™
tome there is a size category for creatures called “larger than man-sized,” covering
creatures 7Â’-12Â’ tall. The players in my game were very annoyed when I ruled that their
vorpal blade could not sever the heads of huge or gargantuan opponents such as dragons. My
players argue that the sword can sever any creatureÂ’s head, and that the number to sever the
head of any creature larger than a man is 21-23. I contend that the sword canÂ’t sever the
heads of creatures more than 12Â’ tall. I donÂ’t think that a 3Â’ sword ought to be able to
slice the head off a creature with a neck 10Â’ thick.
A. Technically, your players are right. The phrase “larger than man-sized” in the item
description refers to any creature bigger than a normal human, not just size Large creatures.
This kind of usage is common throughout the game. For example, most weapons have two
damage ratings, one for small or man-sized opponents and one for larger opponents. In this
case, “small or man-sized” refers to size Tiny, Small, and Man-sized creatures;
“larger” refers to size Large, Huge, and Gargantuan creatures. Nevertheless, you are free
to employ whatever house rules you think are reasonable. For example, if one reads the rules
literally, a character armed with a vorpal blade and standing in a pit could behead a storm
giant standing on the floor outside the pit—even if all the character could reach was the
giantÂ’s big toe. Does that seem silly or illogical? I think so. On the other hand, magic does
not have to be reasonable or logical. Magic is fantastic and can bring about all kinds of effects
without any logical physical causes—a spell that can turn a griffon into a goldfish isn’t at
all logical. It may be that when a vorpal blade severs a neck there is a brilliant magical flash
and a cloud of smoke. When the smoke clears, thereÂ’s the opponentÂ’s head lying on the
ground; the sword might not even be bloodstained. And thereÂ’s nothing wrong with that if
that is the kind of game you want to run. I suggest, however, that you allow vorpal blades to
sever any opponentÂ’s neck only when there is a reasonable chance that a blow from the
sword could touch the opponentÂ’s neck at some time during the melee round. For example,
if a character hacks at the tip of a sleeping dragonÂ’s tail, the creatureÂ’s head is many feet
away, and there is no chance to sever its neck. On the other hand, if the dragon is trying to
bite the character wielding the vorpal blade its neck is within reach at least some of the time.
Remember that combat in the AD&D game is abstract; a vorpal blade doesnÂ’t necessarily
cleave off a creatureÂ’s head in a single blow. The character might strike the targetÂ’s neck
several times during the course of the round. Or perhaps the sword does strike off a head with
a single swipe—there’s nothing that says that a vorpal blade can’t temporarily grow to
an enormous length to get the job done or that it canÂ’t emit a plane of magical force that
does the really heavy duty cutting.
Dragon #219 wrote:
Q. The Player‘s Handbook says that priests must have Wisdom scores of at least 9. If this is
so, why does Table 5 show spell failure chances for scores lower than that?
A. For several reasons. The most important one is that the priestÂ’s Wisdom requirement
applies only to new characters. That is, a character must have a Wisdom score of at least 9 to
become a priest when initially created, but the character doesnÂ’t stop being a priest if some
misfortune later lowers his Wisdom to 8 or less.
Q. Do spell level limits for Intelligence and Wisdom apply to spells cast from scrolls? For
example, can a priest with a Wisdom score of 15 cast a 7th-level priest spell from a scroll?
Could a wizard with a 15 Intelligence cast a 9th-level wizard spell from a scroll?
A. A scroll is essentially a precast spell waiting for someone to come along and trigger it. A
character who can read a spell scroll can use the spells on it without regard to any other
restrictions. Both player characters (PCs) in the example could use the spells on the scrolls. Of
course, the priest cannot read the wizard scroll and vice versa.
Q. Should the damage a giantÂ’s weapon inflicts be adjusted for the opponent Â’s size? For
example, a hill giantÂ’s club inflicts 2d6 + 7 hp damage and a fire giantÂ’s two-handed
sword inflicts 2dl0 + 10 hp damage. If the opponent was larger than man-sized would the
damage become 2d3 + 7 for the hill giant and 6d6 + 10 for the fire giant?
A. No. A giant rolling extra damage dice for an oversized weapon always uses the weaponÂ’s
man-sized damage rating as the base.
Q. The Complete Book of Humanoids allows some pretty large creatures to become thieves
(voadkyns, minotaurs, and hornhead saurials). Can these creatures backstab man-sized
opponents? What weapons can they use when backstabbing? Are there any penalties when
they move silently or hide in shadows?
A. Humanoid thieves certainly can backstab man-sized opponents, but some restrictions
apply. Being smaller than an opponent can interfere with backstabbing because the thief
canÂ’t always reach a vital area; this is seldom a problem if the thief is bigger than the
opponent. Like any other thief, a humanoid thief must weild a melee weapon from the thief
weapon list (club, dagger, knife, broad sword, long sword, short sword, or staff) when
backstabbing. Table 14 from the Complete Book of Humanoids gives racial adjustments for
all thief skills. Most of the larger races have no modifiers to the move silently ability, and
several actually get bonuses to the hide in shadows ability—thief abilities are the products
of skill and training, not size. However, large creaturesÂ’s size might be a handicap in some
situations. For example, a minotaur might have a hard time moving silently through a forest
where its head brushes against overhanging branches. The DM must handle these situations
on a case-by-case basis.
Q. The psionic science Disintegrate affects creatures if they fail their saving throws vs. death
magic. Does this mean creatures that are immune to death magic are also immune to this
power?
A. No. In this case, the term “death magic” simply indicates which column on the saving
throw chart to use. It doesnÂ’t mean that there is any magic that causes death involved.
Q. Does immunity to magical charms also make a creature immune to psionic charm effects?
A. Yes. Most forms of telepathic control, such as Domination, function as magical charms
with regard to creatures with special immunities.
Q. Your answer to the question about elven archers in issue #215 was helpful, but I have a
few more questions. The rules say that the elven archer can choose only long sword, short
sword, and dagger as melee weapons at the start. Does the - 1 attack penalty apply to these
weapons? Does the - 1 attack penalty apply to these weapons if they are not chosen until later
in the archerÂ’s career (such as at 3rd level when the PC gains another weapon proficiency)?
The rules also say that elven archers donÂ’t get attack bonuses when using melee weapons.
Does this include bonuses from magical weapons? Artifact weapons? Weapons of quality? Do
archers get damage bonuses from high Strength scores or magic? Can an archer specialize in a
melee weapon to get the extra attacks and maybe the damage bonus?
A. Reading the kit description strictly, IÂ’m inclined to suggest that an elven archer suffers a
- 1 attack penalty with any melee weapon he chooses as part of his initial weapon selection,
which is limited to the three weapons listed above. Attack bonuses from a high Strength score
are not negated, but the - 1 penalty applies. Damage bonuses of any kind are never affected.
So an archer with a Strength score of 18/51 wielding a long sword has a + 2 attack bonus and
a + 3 damage bonus. (The PC gains + 1 for an elf attacking with a sword, a + 2 attack bonus
for Strength, and the - 1 attack penalty for an archer using a melee weapon; the PC also gains
the standard + 3 damage bonus due to his Strength). When using any melee weapon other
than a long sword, short sword, or dagger, an archer loses all attack bonuses from Strength
and race, but the general - 1 penalty does not, apply. An archer gets the full benefit of any
attack bonuses from other sources, such as magic. Archers cannot specialize in melee
weapons.
A. Yes. A polymorph self spell doesnÂ’t change the userÂ’s basic nature. The polymorphed
lich also retains his paralyzing touch and fear aura.
Q. The Complete PaladinÂ’s Handbook says that a paladin canÂ’t be dualclassed with any of
the warrior classes. DoesnÂ’t the PlayerÂ’s Handbook say that humans can assume any
number of classes as long as they meet the requirements?
A. The PlayerÂ’s Handbook did say something of the sort once, but not anymore. Page 62 of
the current printing limits dualclassed PCs to four classes, one from each character group.
Because the paladin class is part of the warrior group, a dual-classed paladin cannot choose
another class from that group. Standard paladins are not obligated to wear armor, and could
become dualclassed paladin/wizards. Paladin kits from the Complete PaladinÂ’s Handbook
that do require armor (the wyrmslayer for example) cannot become dual-classed
paladin/wizards.
Q. Suppose a human character becomes dual-classed and becomes proficient with a weapon
that he also was proficient with in the old class. Is the character now considered a specialist
because he has learned the proficiency twice?
Q. Characters can get bonus proficiencies from a high Intelligence score. Do characters who
become dual-classed get those bonus proficiencies again because they are starting their
careers over?
A. No.
Q. Characters can improve their nonweapon proficiencies by spending extra slots on them.
Could a character get an attack bonus by spending an extra slot on the blind-fighting
proficiency?
A. No. Spending an extra slot on a proficiency improves the characterÂ’s score with that
proficiency. Blind-fighting has no score, so it cannot be improved by spending extra slots.
Q. Can a character specialize in hurled missiles such as daggers, hand axes, or javelins? If so,
would the character get the melee weapon bonus ( + 1 attack, +2 damage) or the bow bonus
( +2 attack at point blank range)? If an ambidextrous thrown dagger specialist uses both hands
to hurl daggers, what are his rate of fire and combat modifiers?
A. Characters certainly can specialize in hand-hurled missiles. Such PCs gain the rates of fire
shown on table 35 of the PHB. These specialists gain no attack bonuses; the only thing they
get is the improved rate of fire. A PC hurling missiles is already assumed to be using both
hands somehow; the other hand might be extended for balance, or might hold extra missiles,
or what have you. The character can use a shield while hurling a missile (or perhaps hold onto
a rope or other support), but thatÂ’s all.
Q. Can a character use a decanter of endless water in geyser mode for underwater propulsion?
What would his movement rate be? Would an ability check be required to maneuver?
A. Sure, a decanter of endless water produces enough pressure in geyser mode to knock the
user over, so it should be able to push somebody along under the right conditions. IÂ’d
suggest a speed of about 6 for any frictionless or zero gravity setting. You might want to
reduce the speed slightly for huge and gargantuan creatures, say 3. And you might want to
give tiny creatures a little extra speed, say 9. I wouldnÂ’t recommend an ability check for
maneuvering—just treat the creature as a flier with a poor maneuverability class, say D.
You might want to require an initial Wisdom check to see if the creature actually starts
moving or just falls down or drops the decanter. (An unattended decanter of endless water in
geyser mode might skitter along at a speed of 15 to 18, depending on the surface itÂ’s moving
across.)
Q. Just how extensive and powerful is the magnetism power of the turquoise version of
chromatic orb spell (from the Complete WizardÂ’s Handbook? How close does a metal object
have to be to a piece of magnetized metal to be drawn to it? If an orb were cast at a wall of
iron, would the entire wall become magnetized?
A. According to the spell description, the magnetism has a range of three feet. Only ferrous
metals (metals containing iron) can become magnetized or become stuck to magnetized metal.
If a turquoise orb is cast at a wall of iron, only a roughly mansized area of the wall becomes
magnetized (a section about four feet in diameter and up to a foot thick). Although the spell
description implies that magnetized objects that become stuck together cannot be separated
until the spell expires or is dispelled, I suggest you allow a PC to pry them apart with a
successful open doors roll. PCs in magnetized armor cannot attack without making a
successful open doors roll each round and suffer the standard + 6 initiative penalty for
fighting in an alien environment (see PHB, Table 55).
Dragon #220 wrote:
Q. Is it possible to cast spells through a restricted space, such as an arrow slit or peephole?
A. According to Chapter 7 of the PlayerÂ’s Handbook (page 117), a spell can be cast through
a restricted space only if the space is large enough to allow the caster to see the target and
large enough to let the spell effect through at the same time. Arrow slits generally are
sufficiently large for spellcasting, but peepholes usually are not. Also, remember that a
spellcaster must have both arms free. A wizard with his eye stuck up against a peephole is in
no position to cast any spells at all. Even a very large peephole probably wouldnÂ’t allow a
character to simultaneously complete a spell and keep a target in sight unless the target was
right behind the peephole.
Q. After a disastrous encounter in my campaign several PCs and their faerie dragon
companion lay dead. The groupÂ’s cleric used raise dead spells to revive the slain characters,
but I didnÂ’t allow them to raise the faerie dragon. Was I right? Is there any way to raise a
dead faerie dragon?
A. A raise dead spell wonÂ’t help a faerie dragon unless the DM says so. The spell
description limits the effect to dwarves, gnomes, half-elves, humans, and other creatures at the
DMÂ’s option. The general intent behind the spell, however, is to limit raise dead to humans
and demihumans. The only time it would be wise to extend the effect beyond that would be
for campaigns that have major PC races that are not humanoid (such as the bariaur from the
PLANESCAPE™ setting). However, several spells or items could revive your dead faerie
dragon. The 7th level resurrection spell works on any living creature. A rod of resurrection
could work on a faerie dragon if the DM allows; I recommend an expenditure of seven
charges, the same as would be needed for an elf wizard. Of course, a wish would bring back
the faerie dragon, too.
Q. How much damage would a wall of stone spell inflict if it was cast horizontally over a
creature so that it would fall and crush it? IÂ’ve always thought that wall of stone could not
be used this way, but Elminster did it in a novel. Was that just for the book, or can it be done
in the game?
A. According to the spell description, a wall of stone must merge with and be solidly
supported by existing stone. So, no, it cannot be created in thin air so that it drops onto an
opponent. Perhaps Elminster has researched his own version of the spell specifically for this
purpose. If a character manages to make a wall of stone fall on top of a creature (perhaps with
judicious use of a transmute rock to mud or disintegrate spell), IÂ’d suggest treating it like a
wall of iron spell—creatures of up to size Large are killed unless they make a saving throw
vs. death magic, and Huge and Gargantuan creatures are unaffected.
Q. Elven huntsmen (from The Complete Book of Elves, page 92) are supposed to suffer a
smaller penalty to tracking attempts than other nonrangers do, but the kit description doesnÂ’t
say what their reduced penalty is.
A. The text and example on page 27 of the The Complete Book of Necromancers is incorrect.
Wizards suffer a 50% penalty (x.5 multiplier) to their chances for gaining psionic wild talents.
Q. Appendices 2 and 3 from The Complete Book of Necromancers list the spell detect life as
both a 2nd-level wizard spell and a 1st-level priest spell. Only the wizard version is listed in
the CBNÂ’s spell index.
A. The detect life life spell is included in The Complete WizardÂ’s Handbook (page 98).
Priestly necromancers can use it as a 1st-level spell. Other than its level, the priest version has
the same statistics as given in the CWH.
A. No. Gloves of missile snaring have no effect on spell attacks, even missile-like spells such
as magic missile and MelfÂ’s minute meteors.
Q. Do intelligent weapons actually contain a personÂ’s mind? If so, could a magic jar spell be
used to transfer the mind from the weapon to a body?
A. According to the Book of Artifacts, page 128, an intelligent magical item can be created
only if the character enchanting it is willing to transfer his own life force into the item. The
process, however, destroys the characterÂ’s psyche and imbues the item with intelligence and
at least a smidgen of the original characterÂ’s personality. The item and the mind cannot be
separated thereafter without destroying them both.
Q. Some time ago, one of my characters was killed and turned into a vampire by Strahd. More
recently, my group was adventuring in Sigil and my character decided to join the Dustmen.
Now, the Dustmen have a truce with the undead, and no undead will harm my character or
any other member of the Dustmen. If my group returns to Castle Ravenloft and encounters my
old character, can my new character protect my companions form my old character, say by
jumping in the vampireÂ’s way so as to block a blow?
A. Your character would be attacked. The dead truce makes undead ignore Dustmen only so
long as they are neutral to any undead they meet. If a Dustman interferes with an undead
creature in any way, by spoiling attacks, stealing treasure, trespassing where they donÂ’t
belong, or anything else that the creature regards as hostile, the truce is broken and the undead
can attack. Also, it would be entirely reasonable for the DM to rule that undead in Ravenloft
donÂ’t observe the truce. Darklords such as Strahd and creatures under his direct control
certainly donÂ’t.
Q. The description for the psionic power Empower says that a character must be 10th level to
learn it. However, a psionicist doesnÂ’t gain a new science at 10th level, but he does gain a
new one at both 9th and 11th levels. At what level can a psionicist use this power?
A. A psionicist must be at least 10th level to know the Empower science. As you point out,
psionicists donÂ’t normally gain new sciences when reaching 10th level, so most of them
have to wait until they reach 11th level to learn the Empower science. The DM might allow a
psionicist to leave the science she gains at 9th level open so the slot is available at 10th level
for Empower.
Q. The Complete Psionics Handbook says a psionic itemÂ’s Intelligence score is equal to its
creatorÂ’s Intelligence -1d6. Does this mean that a psionic item is limited to using only those
powers that use Intelligence as a base power score?
A. A psionic itemÂ’s Intelligence score is used in conjunction with Table 113 from the
DUNGEON MASTER® Guide, which determines the item’s basic ability to
communicate. The itemÂ’s Intelligence score also is used to determine its personality score in
the event that a conflict arises between it and its owner, as described in Appendix 3 of the
DMG. An itemÂ’s power score is not based on its Intelligence, and psionic items are not
limited to Intelligence-based powers. A psionicist who creates a psionic item can empower it
with any psionic power he knows. If the attempt to empower the item succeeds, the itemÂ’s
power score is always two points less than the characterÂ’s power score for the ability in
question (see page 94 of The Complete Psionics Handbook).
Q. Can psionic items use the Life Draining science or Lend Health devotion? Since items
donÂ’t have hit points, how would these powers work? Could a psionic item use the Absorb
Disease devotion even through is has no “body” to pull the disease into? What about
purely mental diseases? If an item could absorb a disease, what would the effect on the item
be? The Switch Personality science causes the bodies that receive new personalities to
degenerate, causing a loss of Constitution. What happens to a psionic item that uses this
power?
A. In every case where an item produces a psionic effect that is harmful to the user, such as
loss of hit points, a disease, an ability score reduction, or the like, the loss is inflicted on the
character using the item, not on the item. If the item is acting independently, it cannot use
such powers. In the case of Switch Personality, the personality of the itemÂ’s user switches
with the subjectÂ’s and both bodies lose Constitution normally. Likewise, hit points gained
by Life Draining are transferred to the itemÂ’s user. Hit points lent by Lend Health are
drained from itemÂ’s user. A character who uses a psionic item to absorb a disease gets the
disease himself.
A. Psionic items always regain PSPs at the resting rate, six points an hour under the CPH
rules or one eighth of their total PSPs each hour under the revised rules from the
PLAYER’S OPTION™: Skills & Powers book.
Q. Does a ring of wizardry double the number of spells a specialist wizard gets?
A. Yes, but the specialistÂ’s bonus spells are not doubled. For example, a 5th-level wizard
can memorize four 1st-level spells each day. If the character was a transmuter, the daily limit
would be four 1st-level spells plus an extra alteration spell. A ring of wizardry that doubled
1st-level spells would give the character nine 1st-level spells, eight (4x2) plus an extra
alteration spell.
Q. The hallucinatory forest spell creates a forest that looks real to anyone but a druid. What
does the forest look like? What would a druid see? Would a person who believed the forest
see a druid walking right through tree trunks? What happens to characters who actually see
the spell being cast? What effect would a fireball have on the forest and vice versa?
A. A hallucinatory forest looks just like a real forest, right down to the layer of last yearÂ’s
leaves or pine needles on the ground. The plants in a hallucinatory forest are appropriate for
the prevailing terrain and climate, or the closest plausible type where no forest could normally
grow. For example, a hallucinatory forest at the north pole would contain some kind of pine
trees. Exactly what a druid sees when looking at a hallucinatory forest is up to the DM. I
suggest that a druid either sees what everybody else sees but knows itÂ’s a fake (something
like walking through a museum forest exhibit with artificial trees in it) or sees the actual
terrain with a ghost image of a forest superimposed over it. Pick one and stick with it. In
either case, a druid can walk through the forest at whatever Movement Rate the actual terrain
allows. Other characters see the druid zipping through the trees and undergrowth at a
phenomenal rate, but they donÂ’t see the druid doing anything that would suggest the forest
isn’t real—such as walking right through a tree. PCs who see this spell being cast believe
that a real forest has sprung up. If they are not druids, centaurs, or other denizens of the
woodlands, they canÂ’t disbelieve the effect, even if a woodland creature tells them what is
really going on. Spell effects appear to work normally within a hallucinatory forest. A fireball
expands to its normal size and blasts everything inside its radius. If the weather is dry enough,
a fireball might even appear to set the hallucinatory forest on fire. A dispel magic from any
character, even one who has been completely fooled by the spell, has the normal chance to
end the spell.
Q. Which method should be used when calculating a demihuman thiefÂ’s chance for
surprise? The racial surprise chance or the thief move silently chance?
A. Use the method that gives the thief the best chance to achieve surprise, which almost
always will be the racial chance. A successful attempt to move silently does not automatically
result in surprise for the other party, just a -2 modifier for a silent opponent. This is not
cumulative with racial modifiers for surprise because they already assume fairly quiet
movement on the characterÂ’s part.
Q. Can a teleport or dimension door spell be used to bypass an OtilukeÂ’s resilient sphere?
Would a project image spell function for a wizard encased in the sphere if the image was
outside the sphere? Would the wizard be able to cast spells through the image?
A. Teleportation is subject to all kinds of restrictions according to local conditions, and an
OtilukeÂ’s resilient sphere certainly could be one such condition. However, I recommend that
you do allow characterÂ’s to teleport into or out of OtilukeÂ’s resilient spheres. The former is
possible only if there is sufficient space inside the sphere to hold the teleporting creature.
Also, it is far more reasonable to disallow teleporting through an OtilukeÂ’s telekinetic
sphere, which is a much more powerful spell. The channel between a character and a
projected image is broken by anything that blocks the characterÂ’s sight or that prevents the
character from casting a spell into the location where the image is. This includes barriers such
as walls of force and the two OtilukeÂ’s sphere spells.
Dragon #221 wrote:
Q. The footnote to Table 29: Thieving Skill Armor Adjustments in the PHB says that bards
(only) suffer an additional -5% penalty when wearing non-elven chain mail. Does this mean
that a bard in normal chain mail suffers a -5% penalty to his read languages ability? What
about other types of armor allowed to bards, such as hide or ring mail?
A. A rogueÂ’s read languages ability is never affected by the armor the player character (PC)
is wearing. For bards, I suggest amending table 29 to read as follows:
Padded,
Elven Hide, Chain,
None Chain Studded Ring
Pick Pockets +5% -20% -30% -25%
Open Locks — -5% -10% -10%
Find/
Remove Traps — -5% -10% -10%
Move Silently +10% -10% -20% -15%
Hide in
Shadows +5% -10% -20% -15%
Detect Noise — -5% -10% -10%
Climb Walls +10% -20% -30% -25%
R e a d L a n g u a g e s — — — —
In the core AD&D rules, thieves are limited to the armor types shown on the original table
(PHB, page 56).
Q. What are the effects of armor on a rangerÂ’s ability to move silently and hide in shadows?
A. You can use the table given in the last question for rangers, too. Armor heavier than chain
mail (AC 5) prevents the ranger from using these skills. Note that this is a change for the text
on page 40 in the PHB. If you own a copy of the The Complete RangerÂ’s Handbook, use the
tables on page 11 instead of the one given here.
Q. Are armor adjustments to thief skills different if the armor is magical. That is, does a
character wearing studded leather +2 have a lower penalty?
A. The text on page 51 of the PHB certainly implies that leather armor and wooden shields
are the only kinds of armor a druid can use. A druid, however, can use any “natural”
armor, which includes padded, leather, or hide armor. Likewise, a druid can use any shield
made from wood, bone, shell, or similar nonmetal substance.
Q. Why does magic resistance work against a defensive spell such as protection from evil
when it doesnÂ’t work against a defensive spell such as stoneskin?
A. As “Sage Advice” (and the article on magic resistance in issue #218) has explained
before, magic resistance applies only when the creature with magic resistance is directly
affected by the spell. A spell such as stoneskin, which protects the recipient from physical
attacks, is never subject to magic resistance. Protection from evil is sometimes subject to
magic resistance. Only when the spellÂ’s third effect (which forms a barrier against planar
and conjured creatures and forces such creatures to recoil) comes into play does magic
resistance have any affect on the spell. The spellÂ’s other two effects, which make the
spellÂ’s recipient harder to hurt, are not subject to magic resistance (though if a magic
resistence roll suceeds against the the third effect the whole spell collapses). For example, a
leprechaun has a formidable magic resistance, but because a leprechaun is not hedged out by
the spell (because it is not a conjured or planar creature), its magic resistance does not affect
protection from evil spells.
Q. When a wizard with the jackal kit (from The Complete ShaÂ’irÂ’s Handbook) tries to
steal spells from another wizard, the attempt has a pretty good chance to be noticed—all the
victim has to do is pass an Intelligence check (and wizards tend to have high Intelligence
scores). Does a wizard who has detected spells being stolen automatically know who the
jackal is? How often can a jackal steal spells?
A. Judging from the kit description, I suggest that a wizard who detects a jackalÂ’s spell theft
can look at the jackal and know that character has stolen spells. This ability should last as
long as the jackal is actually stealing spells and for one round thereafter per level of the
victim. For example, an 11th-level victim could recognize a jackal who stole his spells for as
long as the spell stealing went on and for 11 rounds thereafter. The wizard can study one other
character each round when attempting to detect a jackal who has stolen his spells. Spell
stealing requires concentration, which probably makes a jackal stand out in a crowd. Also, a
jackal might notice when a victim begins searching. In any case, it is not necessary for a
victim to know who the jackal is before attempting to overload the jackal (see CSH, page 63).
A jackal can steal spells as often as necessary to get his daily allotment of spells, but he can
only drain spells from any particular individual once a day.
Q. Is it possible for a wizard or priest to begin casting a spell, but then stop at the last phrase
or gesture and finish the spell at a more opportune time?
A. No. Once a spell is begun, any delay or interruption ruins the spell.
A. In the core AD&D game, weapon speed factors are used with the optional group initiative
and optional individual initiative rules (see Chapter 9 in the PHB and table 56). In the
PLAYER’S OPTION:™ Combat & Tactics rulebook, a weapon’s speed factor
determines the base initiative phase for a PC attacking with the weapon.
Q. I play the AL-QADIM® setting and I would like to know what a samovar is. Is this piece
of equipment is listed anywhere?
A. A samovar is a device for serving tea. It consists of a big metal urn fitted with a spigot and
filled with boiling water. A tube of burning charcoal in the center of the urn keeps the water
hot and ready to make tea anytime. Some versions of the device have a place to keep a pot of
strong tea on top of the urn. When someone wants tea, all he has to do is put a little tea in a
cup and fill it the rest of the way with water from the urn. In Zakhara, a samovar might very
well be used this way to serve coffee. Samovars are listed under the Miscellaneous Equipment
heading on page 89 of Arabian Adventures.
Q. What kind of elemental spells can the wizards who use the various kits in Chapter 2 of The
Complete ShaÂ’irÂ’s Handbook cast? Can a Zakharan sorcerer, elementalist, or shaÂ’ir use
one of these kits?
A. I donÂ’t recommend that you allow sorcerers, elementalists, or shaÂ’irs to use the kits
presented in the CSH because if you did youÂ’d have player characters using two kits. I
suggest that you allow PCs with these kits access to any two elemental provinces, like
sorcerers. Unlike sorcerers, these wizards do not gain the 20% bonus to learn their elemental
spells.
A. No. If the Dungeon Master (DM) and players want firearms in a PLANESCAPE
campaign, then go for it (youÂ’ll find the updated firearms rules in the recently released
PLAYERÂ’S OPTION: Combat & Tactics book quite helpful if you choose this option). That
said, however, I heartily recommend that gunpowder be unavailable or inert on the planes.
PCs who wish to use firearms have to charge their weapons with magical smoke powder.
Note that smoke powder is a magical item that involves both fire and evocation magic, and it
is prone to mishaps when taken into locales where those two forms of magic are altered. ItÂ’s
also a very good bet that the Lady of Pain does not allow firearms in Sigil.
Q. What happens to wild mages who cast spells in wild magic zones?
A. Wild mages have no special ability to control or compensate for wild magic areas. The DM
might consider ignoring the modifier for the spell’s level (see FORGOTTEN REALMS®
Adventures, page 10, or Tome of Magic, page 6) if the wild mage casts a wild magic spell.
Q. Say a 7th-level human fighter is slain and then receives a reincarnate spell from a wizard.
The wizard rolls the dice and the result is a half elf: will the character still be a 7th-level
fighter? If the wizard is wearing a stone of good luck can she use it to affect the roll?
A. The attack options you seem to be asking about (block, disarm, grab, and trap) are more a
matter of skill and timing than brute strength. If you donÂ’t like the idea of a pixie blocking a
giantÂ’s weapon, apply a -2 modifier to the acting characterÂ’s roll for each size difference.
For example, a pixie trying to disarm a giant would have to win an opposed roll against AC 0
with a penalty of -8 while the giant rolls to hit armor class 4 with no modifier.
Q. What are the statistics for shield punches and shield rushes? They seem to be missing from
Chapter 7.
Shield Punch
Shield Size Speed Melee Damage Knockdown
Reach
Small S Fa (2) 1 1d3 d6
Medium M Av (6) 1 1d4 d8
Large L Sl (8) 1 1d6 d10
Shield Rush
Shield Size Speed Melee Damage Knockdown**
Reach
Small S Base* 1 1d3 0
Medium M Base* 1 1d4 +1
Large L Base* 1 1d6 +3
Strength check that takes place if the attack hits (see Chapter 2, page 46). If the characterÂ’s
Strength check succeeds, add the listed number to the roll before the two rolls are compared.
For example, Rikard uses his large shield to rush Jon. RikardÂ’s Strength score is 16 and
JonÂ’s is 17. If Rikard hits, there is an opposed Strength roll to see if a knockdown occurs.
Rikard rolls an 8, a success; Jon rolls a 10, also a success. Normally Jon would win the roll
because he succeeded with a roll higher than his opponents. RikardÂ’s large shield, however,
gives him a +3 to his check, so his roll is effectively an 11, which is high enough to win. Note
that if Rikard had rolled a 16, he still would have succeeded with his Strength check and his
effective score would be a 19 for purposes of resolving the opposed Strength check. If Rikard
had rolled a 17 or higher, he would have failed his Strength check and would have fallen
down himself.
Q. ShouldnÂ’t the light and medium lances inflict double damage if used from a charging
mount? What happens if a rider scores a critical hit when charging with a lance?
A. Yes, footnote “m” (page 133) applies to all the lances listed on the master weapons
table in Chapter 7. The rider must be using stirrups to get the extra damage. In all cases where
a weapon that is inflicting multiplied damage (a lance from a charging mount, a thiefÂ’s
backstab, a “slayer” sword, etc.), add only one extra damage die (or group of damage dice
if the weaponÂ’s base damage is more than one die). For example, a warrior charging a giant
with a light lance inflicts 3d8 hp damage on a critical hit, not 4d8. Note that if the critical is
severe enough (triple damage), two dice are added.
A. Yes. A lantern weighs two or three pounds depending on the type. A lantern should be
marked with footnote “d” instead of an asterisk.
Q. Is there a natural armor class below which a creature becomes immune to damage from
whips? The whip entry on page 145 doesnÂ’t list one. A whip can make almost any creature
smart if it hits a soft spot, and not all creatures that have great armor classes are thick skinned.
A good house rule might be to say that whips donÂ’t damage creatures with natural armor
classes of 2 or better if the creature actually has a carapace or a thick skin. ItÂ’s reasonable to
say that a dragon turtle can shrug off stings from whips, but a will-oÂ’-the-wisp that gets
tagged with a whip should suffer damage. The DM will have to decide which creatures are
immune on a case-by-case basis. IsnÂ’t the direct fire example on page 161 wrong? To agree
with the text, the yellow area and some of the markings need to be moved on the diagram.
The text says the cannonÂ’s area of effect strikes the umber hulk, but the yellow area of effect
doesnÂ’t include the umber hulk.
A. Look again more carefully. The umber hulk is in the area of effect. Cannon shots have
little “tails” that represent the cannonball bouncing around. (The place where the area
effect overlaps the figure is marked with a little cross.). The text and the diagram donÂ’t
exactly match however, because the text says a medium cannon is firing and the diagram
shows a lightÂ’s area of effect.
Q. On page 131, the weapon table doesnÂ’t list any damage for a gaff/hook.
A. In the Complete Fighter’s Handbook the damage is listed as 1d4 (Sm-Med)1d3 (large),
which should work fine in a C&T game.
Q. I have two character kits from the Complete Book of Elves and the Complete Book of
Dwarves that have been completely befouled by the new Combat and Tactics book. The elven
archer fires at a rate of 5/2 moving or 3/1 standing still. Since the new specialization rules
came out, how is the archer to be modified to reflect the rules change (since bow specialists
now get an increased rate of fire?) Also, the dwarven sharpshooter used to have an improved
rate of fire and extra damage due to training and custom equipment. What are the new damage
and rate of fire ratings for crossbows fired by the sharpshooter? Is any of this going to be
cleared up in the Skills and Powers book?
A. The Skills and Powers book wonÂ’t solve this one for you. Its approach to kits is very
different from the one in the softbacked rule books. You have two choices when trying to fit
elven archers and dwarven sharpshooters into a game that uses the PLAYERÂ’S OPTION
combat system. You can ignore the C&T rules and use the rules that go with the kit instead
(which is a pretty bad deal for the sharpshooter) or you can drop the kit rules in favor of the
C&T rules. If you choose the latter, assume that both characters start out as specialists with
their chosen weapons and then spend their proficiency slots (or character points) on weapon
mastery. In both cases, adhering to the kit restrictions is a good way to justify acquiring
advanced levels of mastery. Remember that becoming a grand master takes some special
effort.
Q. Do any of the kits in any of the books automatically start with any mastery above
specialist? (The elven bladesinger maybe?) Would bard blades be allowed to become experts
automatically?
A. Specialization is the highest level of mastery anyone gets for free, and then only single
classed fighters get it. Elven bladesingers and bard blades receive no free levels of mastery. If
youÂ’re going to use the PLAYERÂ’S OPTION rules in your campaign, you should stick to
the kits presented in the Skills and Powers book. If youÂ’re using the character point system
from the Skills and Powers book, both blades and bladesingers could achieve mastery in their
chosen weapons. They should however, also have to pay a hefty character point cost for their
kits; the DM should set a cost based on the special abilities presented in S&PÂ’s character
creation chapter.
Q. WhatÂ’s going on with the initiative system? Under the rules in Chapter 1, a giant is
always going to lose initiative against man-sized characters. Hey, whatÂ’s going on here?
Chapter 1 says a character with a dagger always strikes before a character with a long sword.
A. Both of these statements are false. First, everyone rolls initiative normally, and the side
with the lowest roll wins. It is possible, however, to win initiative and still not strike first. For
example, a hill giant armed with a club has a base initiative of slow and has a weapon speed
of fast. Any creature Â’s attack, however, comes during its base phase or its weaponÂ’s
phase, whichever is worse. So, will a giant always strike after a human, whose base initiative
is fast? Not necessarily. A human armed with a fast weapon, such as a dagger, usually will
strike before a giant. The human also would go first if armed with an average weapon, such as
a long sword. If the human has a slow weapon, however, such as a two-handed sword, he is as
slow as the giant, and the initiative roll determines who goes first when two opponents act in
the same phase. Even if the human has a fast or average weapon, the giant still wonÂ’t always
strike second. Its superior reach allows it to guard or charge and automatically strike first, no
matter what its initiative roll is. If the human gets in nice and close so the giant canÂ’t guard
or charge, the giant can always overrun the human (and maybe half the humanÂ’s party in the
process) and move off someplace where it can guard or charge the next round. A human
armed with a dagger usually will strike before a human armed with a long sword (a fast
character with a fast weapon strikes before a fast character with an average weapon) unless
the character armed with a long sword is charging or guarding. Before you decide that
daggers are the weapon of choice, take another look at the weaponsÂ’ damage ratings and
knockdown numbers and at the critical hit rules. The swordsman is going to win over the long
run. Note that if you interpret the rules strictly, a character armed with a dagger always strikes
first when charging or guarding against a character of the same size armed with a long sword,
because both weapons have the same melee reach. Use some common sense and let the
swordsman go first. In discussing this last point with C&T co-author Rich Baker, we came up
the following general rule, which we both agreed should have been in the book in the first
place: In a situation where a character is charging or guarding against an opponent with a
weapon that has the same reach, the figure with the large weapon (or the larger creature) goes
first. For example, a human swordsman guarding against a human attacker armed with a
dagger goes first. A troll guarding against a human attacker with a dagger also goes first
because it is a large creature guarding against a small weapon.
Q. WhatÂ’s the deal with guarding? A bill giant with a club has a reach of 3. Does this mean
that if the giant guards it will get three attacks of opportunity before a human charging in with
a long sword can make an attack?
A. No. The giant gets one attack when the human first enters the group of squares the giant
threatens. This is the giantÂ’s normal attack, not an attack of opportunity. If the human bores
straight in and swings at the giant, the giant doesnÂ’t get any more attacks. If however, the
human changes course and leaves the area the giant threatens, or turns his back on the giant,
the giant would get an attack of opportunity.
Q. So how come psionic creatures have to wait until their base initiative phase before using
their abilities?
A. One of the general premises of the Combat and Tactics book is that creatures have certain
characteristics derived from their size. Smaller creatures generally are quicker to react than
bigger ones are, even when what theyÂ’re doing is purely mental. Besides, if a baku really
gets annoyed with a brain mole that keeps beating him to the punch, the baku can always
overrun the brain mole and stomp it into the dirt. Note that many psionic abilities donÂ’t
happen until a roundÂ’s resolution phase. If a power has a preparation time of a round or
more, itÂ’s among the last things to take effect. If you donÂ’t want to stick psionicists with
acting on their base initiative phase all the time, you can make psionic powers with
preparation times of fast or very fast. Or, you can roll 1d10 to determine the powerÂ’s base
phase. This reflects the ever changing state of the psionicistÂ’s mind and helps keep the
players guessing about whatÂ’s going to happen from phase to phase.
Dragon #223 wrote:
Q. I have noticed that in almost every AD&D® book, the infravision ranges for the various
races are different, the Skills & Powers book seems to be no exception. What are the correct
ranges?
A. Here are infravision ranges for all the major races (and their subraces) presented in the
Skills & Powers book. The MONSTROUS MANUAL™ tome and its predecessors served
as the primary sources for the numbers.
Dwarves (60'): Deep 90'; Gray 120'; Hill 60'; Mountain 60'.
Elves (60'): Aquatic 120'; Dark 120'; Gray 60'; High 60'; Sylvan 60'.
Gnomes (60'): Deep 120'; Forest Nil; Rock 60'.
Halflings (30'): Hairfoot Nil; Stout 60'; Tallfellow Nil.
Half-elves (60')
Half Orcs (60')
Half Ogres (60')
Humans (Nil)
The number in parentheses after the main race name is the infravision range for characters
who purchase infravision from the raceÂ’s ability list.
Q. Traditionally, dark elves who live on the surface are not allowed to keep their innate
spellcasting abilities or their superior magic resistance. In the Skills & Powers book it seems
that they are allowed to keep their innate magic, but not their superior magic resistance. Is this
correct?
A. Yes it is. If the campaign is using the Skills & Powers rules, drow (dark elves) get the
abilities listed on page 28 and explained on pages 29-30.
Q. When a paladin spends character points on the priest spells ability, he is supposed to get
spells beginning at 4th level. The spell progression chart, however shows that a paladin begins
getting spells at 5th level. Which is correct? If a paladin does not purchase the priest spells
ability, does the Paladins who do not purchase the priest spells ability still get spells starting at
9th level (see PHB table 17), but fewer than those who purchase the priest spell ability. On
Table 46: Traits, should the Initial Rating column not read Character Point Cost?
A. Yes it should. If a trait has a base score it is listed in the trait description.
Q. The weapons table indicates that light and heavy crossbow quarrels inflict considerably
more damage than they used to. Is that correct?
A. Yes it is, but the increased damage is only half the story. The Combat & Tactics books
gives crossbows a special ability to penetrate armor as well.
Q. How does one determine a monster's Mental Armor Class (for the new psionics system)?
A. HereÂ’s something to tide you over until something better comes along: Assume that the
creatureÂ’s Wisdom score is about equal to its Intelligence score. To determine the
creatureÂ’s scores, look up the monsterÂ’s entry in the MONSTROUS MANUAL tome or
the MONSTROUS COMPENDIUM® tome and note its general intelligence rating. A
parenthetical note right next to the rating tells give you a range of mental ability scores. For
example, a ki-rin has an intelligence rating of supra-genius, giving in a rating of 19-20 in both
Wisdom and Intelligence. You can roll 1d6 to determine the exact score (1-3= 19, 4-6=20).
Once you have the scores, calculate its MAC using table 74 (S&P, page 144) just like you
would for a character. If a particular ki-rin has a Wisdom of 19 and an Intelligence of 20, its
MAC would be 3. If you want a wider range of scores for the creature, youÂ’ll find tables for
generating creature’s ability scores in Chapter 2 of the DUNGEON MASTER ™ Option:
High-Level Campaigns book, pages 58-61. Creatures with racial psionic abilities, such as su-
monsters and mind flayers, should get an additional bonus of + 1 to +3.
Q. The weapon specialization rule in the Combat & Tactics book says characters can
specialize in only one weapon at a time. What happens to characters who must specialize in
multiple weapons; for example, the samurai and the swashbuckler?
A. They have to give up their extra weapons of specialization, although the DM could allow
them to have expertise in the extra weapons.
Q. How do you decide if a grenade-like missile strikes its target? IÂ’ve looked in both the
PHB and the DMG and I could find nothing that says what attack number a grenade-like
missile uses.
Q. What are the character point costs and base scores for the fighting proficiencies presented
in the Combat & Tactics book and the psionic proficiencies presented in Chapter 9 of the
Skills & Powers book?
A. Here are the numbers for use with the Skills & Powers rules:
T. Under the Skills & Powers character creation system, this skill must be selected as a trait.
1. This is the value for the alertness trait as described in the Skills & Powers book. The
version described in the Combat & Tactics book is slightly weaker. The C&T version has a
character point cost of 4 and a base score of 5. The relevant ability is Wisdom/Intuition.
2. If the Combat & Tactics fatigue rules are in play, the character point cost is 4.
3. The version of this talent described in the Combat & Tactics book works best with the
optional rule for individual initiative in the PlayerÂ’s Handbook. If you are using the C&T
initiative system, the quickness trait does not affect the character's initiative rolls. Instead, the
character can use the skill only during the first round of a combat. A successful skill roll
accelerates all the characterÂ’s actions by one phase, just as if the character had an initiative
roll of 1. If the character uses quickness successfully and rolls a 1 for initiative, the
characterÂ’s actions are accelerated by two phases; however, no action can ever be quicker
than very fast. If the character successfully uses quickness and rolls a 10 for initiative, the
bonus from the trait and the penalty from the initiative roll (see C&T, page 18) cancel each
other out.
4. Any character proficient in a martial art can choose a martial arts talent as a general
proficiency.
Q. When a dual-classed character uses a pale green ioun stone, are both classes raised one
level or just the active class? What happens when a multiclassed character uses the stone?
A. The stone grants only a single level. A dual-classed character using the stone receives the
boost to his active class. A multi-classed character receives the boost to the class in which he
has the highest level. Note that the level boost is temporary; if the stone is not circling the
character the extra level is lost.
Q. Exactly which spells are subject to elven and half-elven magic resistance?
A. The question is an old one, but I received several letters on the topic this month. I would
prefer to avoid giving an actual list, because new spells are being added to the game all the
time. Elven and half-elven resistance to sleep and charm spells applies to most spells, and
spell-like effects that cause the subject to fall asleep or fall under another character's
continuing influence. Such effects include: charm monster, charm person, charm person or
mammal, domination, eyebite (charm effect only, the sleep effect works normally on elves
and half-elves, as do the fear and sicken effects), fire charm, mass charm, and sleep. Magical
devices and creature special attacks that duplicate these spells, such as eyes of charming, the
beholder's charm rays, and the vampire's charm gaze also are subject to elven and halfelven
resistance. Sleep-inducing breath weapons, such as the brass dragon's sleep gas, are not.
Neither are the rod of beguiling or the rod of rulership; charm effects from a staff of
commanding are. Spells and other effects that merely incapacitate the subjects or that allow
only limited control, such as hold spells, hypnosis, suggestion, quest, and geas are not subject
the eleven or half-eleven resistance. When there is a reasonable doubt, the DM must decide.
Q. How do you roll an ability check for a character with an exceptional Strength score?
A. Usually on 1d20, just like any other ability check. An exceptional Strength score grants a
character extra combat abilities, but little else. For many feats of sheer strength, a bend
bars/lift gates roll is often more appropriate than a Strength ability check. If two character
with exceptional Strength scores are making opposed Strength rolls, you might allow the
characters to succeed with their Strength rolls on rolls of 19 if they roll less than their
exceptional ratings on percentile dice.
Q. Can a cloud of purification spell destroy a character who has been reduced to an extremely
small height by a reduce spell or a powerful curse? The spell melts any creature up to the size
of a normal rat and turns it to water. Can a character who has been turned to water be raised,
resurrected, or restored with a wish?
A. You should not allow a cloud of purification to affect any creature with a full hit die or
more. If a level-0 character or creature with less than one hit die has been shrunk, then turned
to water by a cloud of purification it cannot be raised or reincarnated; however, I would allow
a resurrection spell to work if the creatureÂ’s remains havenÂ’t been mixed in with a whole
lot of water from other creatures. Even so, a substantial penalty to the resurrection survival
roll, say 30%, would be in order. A wish could bring back the creature in any case.
Q. Just how freely can priest characters choose their spells? Does a priest choose spells one a
day? Once a level? As the character needs them? How does a priest go about learning a newly
invented spell?
A. Generally, a priest can freely choose his spells from the spheres and spell levels available
to him about once a day. All the character needs is a good nightÂ’s sleep and time for prayers.
The priest requires no spell book and is not in any way hindered by the spells he may have
chosen previously. Nevertheless, the priest must memorize his spells ahead of time, he canÂ’t
simply choose them as needed. In the case of spells that have been newly introduced into the
campaign, the DM is free to decide how priests can get them. If a priest character spends the
time and money to research an entirely new spell, no other priest should be able to get it
unless the inventor teaches him the spell or he finds the spell on a scroll. Teaching another
priest a new spell should take about a day per spell level. Learning a new priest spell from a
scroll also should take a day per spell level and the process should consume the scroll (it goes
blank when the priest finishes dissecting it). In either case, the priest learning the spell
understands it automatically so long as he is of a level sufficient to cast the spell and the spell
is included in a sphere the priest has access to. If a priest finds a written description of a new
spell (as opposed to a magical scroll), the priest should have to research the spell (see DMG,
Chapter 7, page 64), but the cost should be minimal (100 gp per spell level). In some very rare
cases, the DM might decide to make a new priest spell available to all priests in the campaign.
When this happens, the deities who grant the spells simply add them the lists of spells they
offer and any priest who has access to the spellÂ’s sphere and is high enough level to cast the
spells learns it automatically through divine inspiration.
Q. What happens to a character who tries to use a dimension door or teleport spell and he is
carrying too much weight? Does the character still wink out, leaving the excess behind or
does the spell fail outright? Can characters prevent an enemy from teleporting away by
grappling the opponent and pushing him over the weight limit?
A. For purposes of game balance, I heartily recommend that any teleportation spell fail
outright if the caster is carrying too much weight. Likewise, I suggest that any creature
touching the caster count toward the weight the caster is carrying, even if the caster is
unwilling. Characters who are quick-witted enough to grab a teleporting creature before it can
wink out should be rewarded for their foresight.
Q. IsnÂ’t the 4th-level wizard spell polymorph other too powerful? WhatÂ’s to prevent a 7th-
level transmuter from building two great wyrm dragons a day out of the local rat population?
If polymorph other were cast on a rat to change it into a gold dragon, there would be more
than a 200% chance that the rat would permanently become a dragon, complete with all the
dragonÂ’s magical and special abilities. Aside from the system shock rolls, saving throws,
and the dispel magic spell, there seems to be no limit on what a measly 7th-level wizard can
do, and the spell is permanent!
A. It is true that dispel magic and system shock rolls are the only limits the rules place on the
spell. Other limits come from the DM. It is also true that turning a creature with animal
intelligence, such as a rat, into something as smart as a gold dragon makes the creature
assuming the mind and abilities of its assumed form inevitable. The polymorph other spell,
however, is not too powerful at all if the DM is clever. First, thereÂ’s nothing in the spell that
says the caster gets to pick the transformed creatureÂ’s age. ThatÂ’s for the DM to decide.
You might want to apply the subject creatureÂ’s age to the lifespan of the assumed form to
determine the assumed formÂ’s maturity. In the case of a rat, the resulting dragon is always
going to be a hatchling because rats just donÂ’t live that long. Or perhaps the subjectÂ’s level
of maturity translates directly into the assumed formÂ’s maturity. So if a caster wants a great
wyrm dragon he has to find a really old and decrepit rat. You could really have some fun with
a greedy player of you choose the latter option. If the caster picks a young and healthy rat
(with a reasonable chance to survive a system shock roll), he should get a hatchling gold
dragon. Being young, the dragon is hungry. Being violently thrust into dragonhood, the
dragon is shy and insecure. The dragon might follow the character around, eating the
characterÂ’s treasure (gold dragons eat gems), occasionally cutting loose with its breath
weapon because it is scared (maybe it saw a cat), and making a general nuisance of itself.
Imagine the scene if the dragon visits a jewelry shop for a snack. Being lawful good, the
dragon surely will tell the irate jeweler and the town guard where “mom” is. If the caster
chooses a venerable old rat, the creatureÂ’s system shock percentage should be very low
(35% or less); letÂ’s face it, old rats arenÂ’t going to have really high Constitution scores. If
the caster does manage to create a venerable, wyrm, or great wyrm gold dragon, the creature
probably is going to take charge. Gold dragons are lawful good, but no creature with 22 or
more hit dice is going to take orders from a measly 7th-level wizard. The dragon might help
the character in some small way, but the character probably will find himself embarked on
some series of adventures of the dragonÂ’s choosing before long. Woe to the character when
an errant dispel magic spell ends the enchantment and the poor fool is left stranded
somewhere with only a mangy rat for company. Many spells in the game are prone to abuse,
but only if the DM lets players get away with it. Greedy NPCs, of course, usually get their
comeuppance out offstage. It might be amusing to stage an encounter with an enchanted gold
dragon and its unwilling wizard servant as a cautionary tale to the players.
Q. How many people are affected by a hold person spell? The earlier part of the spell
description says that 1d4 people are affected, which suggest that there is a random die roll.
Later, however, the spell description says that the caster chooses which creatures in the area
of effect are affected. Which is correct?
A. The spell affects 1 to 4 creatures at the casterÂ’s option. The references to 1d4 creatures
are errors.
Dragon #224 wrote:
Q. Are bards on Krynn (the DRAGONLANCE® world) required to take the test of high
sorcery? If a the test is required and a bard decides not to take it, how long will it be before
the character is considered a renegade? Do bards have to choose an order of high sorcery?
A. Krynn has no native bards at all, so the question of a test is moot. Bards from other worlds
need not take a test, but once the native wizards discover that a visiting bard can cast wizard
spells they will offer the bard membership in one of the orders. If the bard refuses, he
becomes a renegade immediately. A bard who joins an order receives no bonuses or penalties
from KrynnÂ’s moons, but must abide by his orderÂ’s spell limitations.
Q. The shield proficiency table on page 72 of the PLAYER'S OPTION™: Combat & Tactics
book shows the bonuses for a normal shield user and a proficient user. However, page 115 of
the PLAYERÂ’S OPTION: Skills & Powers book says the proficiency bonus is added to the
normal bonus. Which is correct? For example, if a character with shield proficiency is
wearing chain mail and carrying a small shield, is his Armor Class 1 or 2?
A. No matter which set of rules you use, you apply the proficiency bonus to the character Â’s
normal (unshielded) Armor Class. The character in your example would have an Armor Class
of 3 (AC 5 chain mail and an additional +2 for proficient use of a small shield). Note that a
bonus from a small shield can be used against only two opponents at a time. If the character
faces three opponents, one of them gets to attack AC 5. Of course, opponents attacking from
the characterÂ’s rear or unshielded flank always ignore the shield.
Q. Exactly when are the sprinting checks described on page 13 of the Skills & Powers book
required?
A. Whenever a character tries to sprint, of course. The reference on page 13 refers to the
Jogging and Running optional rule in Chapter 14 of the PlayerÂ’s Handbook. If a character
has a Stamina score, you check that rather than making Strength checks when a character tries
to move faster than normal.
Q. Although both the Combat & Tactics and Skills & Powers books have rules for weapon
mastery, C&T has two extra levels, high mastery and grand mastery. What are the character
point costs for these two levels of mastery. What are the costs for martial arts high mastery
and grand mastery?
A. A level of weapon mastery costs the same number of character points. For example, each
level of mastery costs a single-classed fighter 2 character points. That is, once a fighter is a
specialist, it costs 2 character points to become a master, 2 more to become a high master, and
another 2 to become a grand master. Note that mastery isnÂ’t something that just happens, the
character has to make a special effort in addition to spending the points. Unarmed and martial
arts mastery works the same way. If youÂ’re using the optional rule from the Skills & Powers
book that allows multi-classed fighters, paladins, and rangers to become weapon specialists,
these characters have to spend 8 character points on each level of mastery.
Q. Page 21 of the Skills & Powers book allows wizards to purchase a combat bonus for 10
character points; however, a mage only gets to use a rogueÂ’s THAC0. On the very next
page, specialist wizards can gain a priestÂ’s THAC0 for the same measly 10 points. Is this is
mistake?
A. Yes it is a mistake. Any wizard who purchases a combat bonus gains a priestÂ’s THAC0.
Q. Just how does a polymorph other spell take effect? Does the change in form take place in a
puff of smoke? Or does the subject change more gradually, sprouting wings or scales or
whatever? If the latter case is true, will a dispel magic cast before the change is complete
strand the subject in some intermediate form?
A. The answer to this one is entirely up to the DM. There could be a puff of smoke, a twinkle,
or the subject could simply begin growing new body parts, as you suggest. In any case, the
change is complete by the end of the round in which the spell is cast. Once the spell takes
effect, the subject cannot do anything that isnÂ’t possible in the assumed form. That is, a
griffon that fails its saving throw and is turned into a goldfish loses its ability to fly the instant
the spell strikes. A successful dispel magic that takes effect before the change is finished
instantly returns the subject back to its original form.
Q. IsnÂ’t the long spear a little too potent? The Complete FighterÂ’s Handbook, The Arms
and Equipment Guide, and Combat & Tactics all make this weapon better against man-sized
opponents (2d6 points of damage) than the two-handed sword or any pole arm.
A. IÂ’m inclined to agree that the long spear is a little over rated. I suggest you treat this
weapon as just a longer version of the two-handed spear: damage 1d6 + 1/2d6, type p, speed 8
(slow). ThatÂ’s still a little better than an awl pike, but in the Combat & Tactics system the
awl pike has a reach of 3 and the long spear has a reach of only 2. Pole arms donÂ’t inflict
much more damage than the revised long spear, but if youÂ’re using the Combat & Tactics
rules most polearms either have better speed factors or better knockdown dice.
Q. What happens when a wand or staff breaks? In our group, we had always assume that these
items went boom. Not long ago, one of our characters snapped a wand of lightning an NPC
was holding. As the rest of the party cowered, the DM frantically turned pages in the
rulebook, looking for the section on exploding wands. We couldnÂ’t find any such rule.
A. When a wand, staff, or rod breaks, you have a broken and useless magical item; thatÂ’s
all. Your group probably was thinking of the retributive strike power of the staff of the magi,
and staff of power. A wizard using either of these two staffs can produce a blast of energy by
breaking the staff. This is a special power that must be deliberately invoked. If the staff is
broken normally there is no special effect.
Q. If a character is fighting a monster that has poison, paralyzation, or a similar special attack,
does the character have to attempt a saving throw each time the monster hits, or just the first
time?
A. If a monster has a special attack that works automatically when the monster scores a hit in
combat, the opponent must roll a saving throw each time he is hit. For example, a character
fighting a ghast must roll a saving throw vs. paralyzation each time the ghast hits. Every time
the ghast gets its teeth or claws into the character, there is a chance the graveyard filth on
them will get into the wound and affect the character. Note that the character only has to save
once against the ghastÂ’s stench.
Q. In the new psionics system presented in the Skills & Powers book, what happens if a
character involved in psionic combat chooses not to defend? For instance, suppose the
attacker uses mind thrust. The defender might inadvertently give the attacker a +5 attack
bonus if he chooses the wrong defense. If, however, the defender opts for no defense at all he
forces the attacker to roll against the defenderÂ’s base Mental Armor Class, right? What
happens if the attacker rolls and succeeds? Is the defenderÂ’s mind automatically forced
open? Or would he just lose PSPs as in normal psionic combat?
A. Technically, a psionicist or wild talent doesnÂ’t have the option to present no defense if he
has PSPs remaining. The character must choose a defense from the list of from the list of
defenses he knows and he must spend the PSPs required to mount that defense. If the
characterÂ’s PSP total is so low that there arenÂ’t enough PSPs available to power the
defense desired, I recommend allowing the character to choose a defense normally; just give
the attacker a +2 attack bonus to reflect the feeble defense. If a psionicist really doesnÂ’t want
to mount a defense, you might decide to let him so chose. In that case, give the attacker a +2
attack bonus. If the attack is successful, the defenderÂ’s mind is forced open and remains
open for 1d4+1 rounds.
Q. What, exactly, happens when a character with a high Intelligence score encounters an
illusion? The section on Intelligence in the PlayerÂ’s Handbook says the character notices
some inconsistency in the illusion that automatically allows the character to make his saving
throw. Does this mean the character always makes his saving throw when there is one? Or
does it mean that the character automatically disbelieves the illusion?
A. If you follow the rules to the letter, creatures with Intelligence scores of 19 or higher
automatically make successful saving throws against low-level illusions, as shown on Table 4
in the PHB. If the illusion in question does not allow a saving throw, then the character is still
affected. For example, a character with an Intelligence score of 20 is automatically unaffected
by any illusion/phantasm spells of 1st or 2nd level, provided they allow saving throws. The
character could ignore an improved phantasmal force spell, which allows a saving throw, but
is affected normally by a mirror image spell, which does not allow a saving throw. When in
doubt, check the spell description. If the saving throw entry at the beginning of the spell says
“None” the spell has no saving throw. Note that for classic illusions such as phantasmal
force, improved phantasmal force, spectral force, and the like, a saving throw and disbelief
are one in the same. That’s why these spells have saving throws listed as “Special.”
Normally, characters have to do something (state disbelief) before they roll saving throws
against these spells. Creatures with very high Intelligence scores get to disbelieve land save)
automatically. All of the foregoing aside, the original AD&D game gave creatures with very
high Intelligence scores complete immunity to all illusion/phantasm spells of a certain level or
below. (as shown in the current PHB). Using this approach is completely within the spirit of
the rules, it wonÂ’t affect game balance in your game very much, and it keeps arguments to a
minimum.
Q. A rakshasa is immune to spells lower than 8th level. Does this apply to priest spells? Is a
rakshasa also immune to spell-like effects from wands, staves, and rods? What about other
magical items?
A. Yes, rakshasas are immune to priest spells of level 7 or less, which is all priest spells
except quest spells (from the Tome of Magic) and true dweomers (from PLAYER’S
OPTION: High-Level Campaigns). Generally, any immunity or limitation based on a spellÂ’s
level applies equally to priest and wizard spells. Level-based spell immunity protects against
spell-like effects from magical items if the spells they mimic are of levels low enough to be
defeated themselves. A rakshasa, for example, is unaffected by fireballs or lightning bolts
from any source, be they spells, wands, staffs, or other magical items. A character with an
Intelligence score of 20 is immune audible glamer and phantasmal force effects from a wand
of illusion.
A. Neither of these spells have any effect on living creatures (though their reversed forms do).
No living creature, unconscious or otherwise, has to make a resurrection survival check when
subjected to one of these spells.
Q. A character using the psionic devotion time shift cannot affect anything while shifted. But
what happens if the character positions himself for an instant kill? Say the character throws an
arm around an enemyÂ’s neck and puts the point of a knife at the base of the enemyÂ’s skull
and applies a little pressure so that the minute time catches up to the time-shifted character the
point goes right in? The power description says the user gets a +4 attack bonus, but IÂ’m
having a hard time coming up with a logical reason why that kind of maneuver wonÂ’t work.
A. The absolute best offensive advantage time shift can provide is a +4 attack bonus; instant
kills are beyond the powerÂ’s capabilities. The reason the time shifter canÂ’t achieve an
instant kill is that the power shunts the character into an alternate reality all his own. The
character can view future events in the main time line, but what he sees isnÂ’t exactly what
happens. He can grab an opponent by the neck and stick a knife in a vital spot, but when he
returns to the main time line neither he nor his opponent are exactly where the time shifter
saw them while in the alternate reality.
Q. A little less than a year ago, my boyfriend introduced me to the AD&D game, and I enjoy
it very much. IÂ’m also pretty good at it, and the local players quickly dropped their
reservations about having a newbie in the group and invited me into the campaign. I have
several characters who have become important in the campaign, and IÂ’ve kept a detailed
journal of all my characterÂ’s adventures. Not long ago, my boyfriend and I had a private
(not game related) disagreement, and the gaming group decided to take his side. Now, IÂ’m
barred from the campaign, and the DM says I canÂ’t play my characters anywhere else. (One
of my characters started out as an NPC that the DM gave me to play.) Someone in the group
even walked into my house while I was away and took my characters and my dice. It was
probably the DM; he often uses the game to get his own way. If a player doesnÂ’t do what he
wants, the playerÂ’s character gets killed in the next game. IÂ’m really mad because the DM
wonÂ’t give my characters back. My boyfriend and I arenÂ’t playing anymore, but I still
want my characters back. Can a DM tell a player not to use a character anymore? As a
capable female player I used to be pretty hot commodity, but now IÂ’m barred from the
game. What should I do? The only thing I can think of now is to sock the DM in the gut until
he gives me my stuff (and believe me, I have some friends who would be delighted to do just
that). I just want to play AD&D.
A. The first thing you should do is step back and take a few deep breaths. If youÂ’re involved
in a campaign where people carry grudges from real life into the game, and also take them
back to real life again, itÂ’s high time you found a new campaign. If you can walk away from
it after losing only a few characters and a bag of dice, you should feel lucky. Take a little time
away from the game; judging from the full text of your letter (six pages), IÂ’d say your
gaming has put you under entirely too much emotional stress. Gaming is supposed to be fun.
To answer your rules question, no, thereÂ’s nothing in the books that says DMs can tell their
players what characters to use in other campaigns. If you’ve got a character you like—
even a dead character —from an old campaign and you think it would be fun to play it
somewhere else, go right ahead. You should explain to the new DM, however, that youÂ’ve
played the character before. Some DMs donÂ’t like to accept recycled characters. As far as
your future involvement in the campaign and any further attempts to get your property (dice
and characters) back, here are my suggestions: First, find another campaign to play in. There
are literally millions of AD&D players out there, so your entire AD&D game experience does
not depend on this one group. Better yet, start a campaign of your own. Stop being flattered
that a group of veterans took you in and start showing a group of newbies how to play the
game right—you’ve certainly got plenty of experience with a game that is played wrong.
Your journal should give you plenty of ideas for a campaign of your own. Second, give up on
the NPC you adopted. ItÂ’s churlish of the DM who gave you the character to ask you not to
play it anymore, but the character is not worth the struggle, no matter how much you love it.
If youÂ’re as good at the game as you say you are, youÂ’ll have no trouble creating another
great character on your own. Besides, if the DM is on a power trip youÂ’ll deny him the
satisfaction he gets from withholding the character from you. If youÂ’re really fond of the
character, create a new character based on the one you lost. Perhaps the new character is the
original characterÂ’s twin, who has gone out adventuring to find out why the original
character mysteriously disappeared. Third, either take legal action to get your stolen property
back or let it go. Do not under any circumstance “sock” the DM in the gut or send your
friends to snatch your property back. If your former gaming comrades took your property
without your permission theyÂ’re guilty of theft, pure and simple. That is a matter for the
police, not for you or for your friends. On the other hand, you can always create new
characters and buy new dice. Doing so probably will take less time, effort and anguish than
wresting with the legal system, especially since your case probably isnÂ’t going to enjoy a
very high priority with the local police and district attorney. ItÂ’s up to you.
Dragon #225 wrote:
Q. Is it possible for a large object, such as a Duern’s instant fortress, to penetrate a prismatic
sphere and crush the people inside? Would the object have to make a saving throw against
each layer? How would saving throws and damage from each layer affect the object?
A. Objects cannot penetrate intact prismatic spheres at all unless carried by a creature that
makes all the required saving throws. If a Daern’s instant fortress were activated so as to
crush creatures protected by a prismatic sphere, the sphere’s 7th (violet) layer would
completely protect the creatures and the fortress would be destroyed. Any unattended object
that enters a prismatic sphere is destroyed unless it is an artifact or relic. If an object, or group
of objects, is sufficiently large, it might bury a prismatic sphere instead of being utterly
destroyed. For example, a party caught in a avalanche cannot hastily create a prismatic sphere
and then just blithely walk away when the dust settles, nor can a party inadvertently (or
deliberately) drain the ocean if they erect a prismatic sphere underwater. Note that it is not
possible to use a prismatic sphere offensively; if created so that the sphere overlapped a wall
of a Daern’s instant fortress or other construction, the sphere would harmlessly pass through
the wall, leaving the structure undamaged.
Q. Chain lightning is a 6th-level spell, so wizards have to be at least 12th level to cast it. The
spell description says chain lightning inflicts 1d6 points of damage per level, to a maximum
of 12d6, so what’s the point of giving damage dice per level?
A. Here’s the point: A spell’s effective "casting level" can vary. Magical items that produce
spell-like effects are the most common examples. Wands, for instance, can be enchanted to
duplicate spells of any level, but any spell-like effects they produce function at 6th-level for
purposes of range, damage, duration, and any other spell variable that depends on the caster’s
level. A wand of chain lightning could only produce a bolt of lighting with a maximum
damage rating of 6d6 and a maximum range of 70 yards. It makes no difference that chain
lighting requires a 12th-level caster; the best the wand can do is 6d6 points of damage. Any
number of other conditions also can change a spell’s casting level; planar effects and wild
magic head the list.
Q. The player characters in my campaign once found a big gold statue that was much too
heavy for them to carry away. Rather than hacking the thing to bits and hauling away the
pieces, the party cleric cast a frisky chest spell on the statue. The rest of the party lined up at
strategic positions along the route back to the entrance and herded the statue all the way
outside, where they had a chariot waiting. Is this feat really possible, I did I give my players
an undeserved gift?
A. A frisky chest spell can affect any object small enough to fit inside a 10’ cube. If the statue
wasn’t too big, you and your players did things according to the rules. Now, frisky chest is a
spell designed to help priests protect their stuff, it’s not for extracting treasure from dungeons.
So, your players were abusing the spell and you might indeed have given them and
undeserved gift. Because frisky chest is suppose to foil thieves, the statue’s movements
should have been contrary to what the players wanted at every possible opportunity. Now
consider how much noise a walking statue might make. Were there any denizens of the
dungeon within earshot? A surprise attack by a group of monsters might have really wrecked
the party’s day, especially if they were separated and concentrating on the statue when the
attack came. Also think about how much the statue weighed. Could the chariot hold all that
weight when the party finally herded the statue aboard? Could the dungeon floor hold the
statue as the it ambled along? Note that the spell allows the animated object to sprout
whatever appendages are most appropriate. Did the statue sprout wings and fly away when the
PCs finally got it outside? Note also that any restraint place on the object breaks a frisky chest
spell. So, the party might have caught the statue as it flew away, but the minute they got hold
of it they would have been holding dead weight. That might be inconvenient if anyone was
standing under it at the time. Keep all of the foregoing in mind if your players try the same
trick again. You also might want to put a weight limit on the frisky chest spell to discourage
really egregious abuse. I suggest 100 pounds per caster level.
Q. Do the images created by a mirror image spell make sound? If not, one could avoid the
spell’s effect entirely by simply closing one’s eyes and taking the -4 attack penalty for being
unable to see the target. The penalty would be even less if you had the blindfighting skill.
A. The spell description says mirror image creates exact duplicates of the caster. Considering
the spell’s short duration and purely defensive nature, I don’t think it’s unreasonable to
assume that the images include sound and smell as well as sight. On the other hand, mirror
image is only a 2nd-level spell, and "Sage Advice" has previously suggested that invisibility
foils displacement. I suggest you go ahead and allow characters to ignore mirror images if
they can’t see them. Remember, however, that fighting blind is just like fighting in total
darkness, which carries more than just an attack penalty (see Table 72 in the DMG). The
blindfighting proficiency reduces or eliminates some of these penalties, but not all them.
Q. At what point do player characters under the effects of enlarge spells start getting bigger
knockdown dice? Large creatures also extend weapon reach. At what point do enlarged
characters get extra reach?
A. To get an enlarged character’s size class, just note the character’s new height and use the
size categories from the MONTROUS MANUAL™ tome. The sizes are: tiny (up to 2’ tall);
small (2’+ to 4’); mansized (4’+ to 7’) large (7’+ to 12’), +1 melee reach and knockdown;
huge (12’+ to 25’), +2 melee reach and knockdown; and gargantuan 25’+), +3 melee reach
and knockdown. Remember to increase the enlarged character’s base initiative as his size
class increases.
Q. How much should characters know about magical items when they find them? Detect
magic spells can reveal that an item is enchanted, but what about specific powers?
A. Generally, characters should know very little about the magical items they find. Divination
spells such as identify, commune, contact other plane, and legend lore can reveal or at least
hint at specific powers. Otherwise, characters just have to experiment with newly acquired
items and try to puzzle them out. Even a small sip of a potion for example, produces a minor
effect that hints at the potion’s enchantment. A sip of a growth potion, for instance, might
make a character’s clothing or armor feel tight. Items that produce continual effects are fairly
easy to test. A character who has just donned a ring of water walking, for example, will have a
pretty good idea what he has after a trip to the local pond or fountain. Items with specific
triggers or command words are trickier. Usually, the owner will have to visit the local sage,
bard, or high-level spellcaster to get some clue about how to start experimenting with the
item. Some DMs devise intricate puzzles their players must solve before their characters can
use their items. It all depends on how rare and wonderful the DM wants to make magic. If
players have to work hard for their magic they tend to appreciate it more. Note that intelligent
items such as swords might be able to tell their owners what their powers are (though they
don’t always do so). Also, nothing beats instructions from the previous owner when trying to
figure out a magical item’s properties. Taking a few prisoners and negotiating with them
carefully can be well worth the effort.
Q. The Complete Paladin’s Handbook has lots of good information about what holy swords
can do, but can you explain the meaning of the swords ability to dispel hostile magic? When
is magic "hostile" and when is it not?
A. In this case, magic is hostile when it is potentially harmful to the paladin or his allies and
directed either at the paladin or placed so that this its area of effect overlaps the circle of
power the holy sword generates.
Q. What happens to a paladin when he encounters a creature that cannot enter the circle of
protection surrounding the paladin, but really wants to hurt the paladin? If the creature pushes
hard against the circle, can it make the paladin move? What happens when the paladin gets
forced into an obstacle?
A. You’re confusing the aura of protection that surrounds a paladin with a protection from
evil spell. In the AD&D 2nd Edition game, the two are similar, but not the same. A paladin’s
aura of protection doesn’t hedge out anything. Evil, conjured, or enchanted creatures within
10’ of the paladin suffer a -1 attack penalty, but the aura doesn’t keep them out. The aura, like
a protection from evil spell, also prevents any form magical control from being exerted across
the barrier. Note that it is not possible to exert force across the barrier formed by protection
from evil or a protection from evil 10’ radius spell. Neither version of the spell creates a giant
hamster ball like an Ottiluke’s resilient sphere does. If a creature that normally would be
hedged out by the spell, nothing happens if it pushes against the barrier. The creature cannot
cross the barrier, but it also cannot make the character at the center of the spell move, not
even by a micron. On the other hand, if a character protected by the spell forces the barrier
against a creature that normally would be hedged out, the barrier collapses, ending the spell.
Q. Complete Thief's Handbook allows thieves to wear armor heavier than leather and still use
their thieving skills at a penalty. What are the effects of armor on the new thief skills given in
the Skills & Powers book?
A. A knockdown die of 1d12 increases to 1d20. I don’t recommend allowing any knockdown
die to increase beyond 1d20. (As it is, rolling 1d20 will give a knockdown chance about half
the time against huge opponents and even more often against smaller opponents.) I also don’t
recommend increasing any knockdown die more than three places. For example, a creature
armed with a dagger never gets a knockdown die bigger than 1d10, no matter how big or
skilled it is. If you don’t like the foregoing advice, the steps beyond 1d20 are: 1d30, 1d40,
1d50, and so on. The best way to generate these numbers is with 1d10 and some kind of a
control die. For example, you can roll 1d30 by rolling a 10-sided die and a six-sided die. If the
six-sided die comes up a 1 or 2, read the lo-sided die as it is. If the six-sided die rolls a 3 or 4,
add 10 to the number on the 10-sided die, and if the six-sided die comes up a 5 or 6 add 20 to
the number on the 10-sided die.
A. Chaotic psionicists have never been allowed on Athas (or anywhere else for that matter;
see The Complete Psionics Handbook, page 10); at least not as player characters. Pages 37
and 38 of the Rules Book from the original DARK SUN boxed set contain several Athas-
specific changes to the psionics rules, but refer readers back to the CPH for anything not
covered there. Changes to the alignment requirement for psionicists are not included in the
Rules Book. The chaotic psionicists from The Will and the Way are anomalies; exactly how
they managed to become psionicists and retain their chaotic alignments is unrevealed.
Q. The Age of Heroes book in the revised DARK SUN boxed set gives individual experience
awards based on character race, but there are no entries for the new PC races of aarakocra and
pterrans. Is this an omission? Or are there no bonuses for these two races?
Aarakocra:
Demonstrate deep and abiding respect
for nature: 20 xp/day
Abuse nature: -50 xp
Pterran:
Pursue life path: 20 xp/day
Revere Earth Mother: 30 xp/day
Provide specific, meaningful service to
Earth Mother: 50 xp
Q. Page 26 of the Age of Heroes book says defilers destroy the environment when they cast
their spells, which is how defilers were originally handled. Page 67, however, says defilers
cause destruction when they memorize their spells. Which is correct? If the latter is true, how
should DMs of ongoing campaigns explain the change?
A. The text on page 67 is correct. Note that in addition to causing damage when memorizing
spells, defilers also must make Intelligence checks to see how successful they are (see Table
XVII on page 28) in acquiring the spells. Defiling is no longer a sure thing. How you should
implement the new defiling rules into an established campaign is a problem you must solve on
your own. The simplest way is to ignore them and stick with the old rules. For most
campaigns, you can just announce that reality has changed and that things will be different
from now on. To add a little mystery, you might want to explain that no one, not even the
PCs, remembers any other kind of defiling. If youÂ’re feeling a bit cruel, you might rule that
the PCs remember the old way of doing things, but no one else does. If you favor a more
dramatic approach, you can introduce some spectacular or cataclysmic event (the appearance
of a hitherto unknown comet would do nicely) that causes the change. In either case, you
might introduce the change gradually. For example, perhaps defilers only have to make
Intelligence checks when memorizing spells after sunrise, and the defiling effect of
memorization might be minimal, a radius of inches. Over the next few weeks or months,
gradually increase both the radius of the defiling effect and decrease the number of hours in a
day that the effect can be avoided. You might even want to design a series of adventures that
would allow your PCs to prevent the change — if they want to.
Q. Can the undead trolls, kobolds, ogres, orcs, lizard men, pixies, gnomes, and goblins that
roam the Dead Land, Small Home and the City of a Thousand Dead be raised, resurrected, or
reincarnated? Since these races actually continue to exist on Athas, why wouldnÂ’t a
reincarnate spell be able to reincarnate a character as one of these “dead” races?
A. According to my colleague Bill Slavicsek, the creatures youÂ’re asking about have been
dead since the Cleaning Wars 3,500 years ago. That puts them well beyond the reach of any
raise dead, resurrection, or reincarnate spell. Generally speaking, a reincarnate spell
transforms a recipient into some creature that is more or less characteristic of the world where
it is cast. Trolls, kobolds, ogres, orcs, lizard men, pixies, gnomes, and goblins are not typical
of Athas, even though there are sizable populations of undead specimens on the planet. Even
if there were hidden populations of living trolls, kobolds, ogres, orcs, lizard men, pixies,
gnomes, and goblins (and by all accounts there are not), they still would not be representative
enough to appear on the creature list for reincarnate spells.
Q. What are the thief ability adjustments for Athasian races that canÂ’t become thieves but
can become rangers or convict gladiators?
Q. If someone punches a person who is protected by a stoneskin spell, does the attacker suffer
damage? Does the recipient of a stoneskin spell look different in any way? The PlayerÂ’s
Handbook seems to suggest that a charge of a stoneskin is lost even if an attacker rolls a miss
when fighting, is this so? If this is so, what is the reasoning behind it?
A. A stoneskin spell never damages an attacker. The spell description does not specify any
change in appearance for the recipient of a stoneskin spell, but that doesn’t mean the DM
can’t specify one. A spell loses one "charge" each time the recipient is subjected to an attack,
that’s just the way the spell works. Note that an attack roll usually isn’t necessary, just mark
off a charge from the spell. The only time you need to make a roll is when the attack can
damage the recipient in spite of the stoneskin spell. Note also that an attack that bypasses the
spell and damages the stoneskin recipient still negates a charge.
Q. If a clay golem hits a character, will a successful dispel magic allow a priest of less than
17th level to heal the character?
A. No.
Q. Table 29 in the PLAYER’s OPTION: Skills & Powers book shows adjustments to thieving
abilities for high Dexterity scores, but they are different from the adjustments shown on
Tables 4 and 5. What are the correct adjustments?
A. Tables 4 and 5 are only for use with the new rules for subabilities in Chapter Two. If
you’re not using subabilities, skip Table 29 and use either table 28 from The Player’s
Handbook or Table XXI from the Age of Heroes book in the revised DARK SUN boxed set.
If you are using subabilities, I recommend the adjustments on the tables below.
Aim
Subability Pick Pockets Find/Remove Escape Forge
Open Tunneling
Score Locks Traps Bonds Documents
3 -30% -30% -30% -30% -30% -30%
4 -25% -25% -25% -25% -25% -25%
5 -25% -20% -20% -25% -25% -20%
6 -20% -20% -20% -20% -20% -15%
7 -20% -15% -15% -20% -20% -15%
8 -15% -15% -15% -15% -15% -10%
9 -15% -10% -10% -15% -15% -10%
10 -10% -5% -10% -10% -10% -5%
11 -5% , -5% -5% -5% ,
12-15 , , , , , ,
16 , +5% , , +5% ,
17 +5% +10% , +5% +7% ,
18 +10% +15% +5% +10% +10% +5%
19 +15% +20% +10% +12% +15% +10%
20 +20% +25% +12% +15% +17% +15%
21 +25% +27% +15% +17% +20% +20%
22 +27% +30% +17% +20% +22% +25%
23 +30% +33% +20% +22% +24% +30%
24 +33% +35% +22% +24% +27% +35%
25 +35% +35% +25% +30% +30% +35%
Balance
Subability Score Move Silently Hide in Shadows Climb Walls
3 -30% -30% -30%
4 -30% -25% -25%
5 -30% -20% -20%
6 -25% -20% -20%
7 -25% -15% -15%
8 -20% -15% -15%
9 -20% -10% -10%
10 -15% -5% -5%
11 -10% , ,
12 -5 , ,
13-16 , , ,
17 +5 +5% +5%
18 +10% +10% +10%
19 +15% +15% +15%
20 +20% +17% +20%
21 +25% +20% +22%
22 +30% +22% +25%
23 +33% +24% +27%
24 +35% +27% +30%
25 +35% +30% +33%
Q. If a slain character is brought back to life with a priest’s resurrection spell, does the
character lose a point of Constitution? The description for the raise dead spell explicitly says
the recipient loses the point of Constitution, but the resurrection description doesn’t mention
anything about Constitution loss.
A. A character must make a resurrection survival check if raised or resurrected, and the
character loses a point of Constitution if the check succeeds (see the DUNGEON
MASTER® Guide, page 104). In the original D&D® campaigns played in the Lake
Geneva area in the 1970s, characters who received resurrection spells did not have to make
resurrection survival rolls. The resurrection spell still has a saving throw listing of "none,"
which is an erroneous holdover from the original version of the spell. If your campaign is
particularly challenging, you might want to consider waiving the survival check for characters
who receive resurrection spells. Considering the drain a resurrection spell puts of the caster
(temporary incapacitation and three years of unnatural aging), you might want to waive the
Constitution loss, too. If you do so, a character’s initial Constitution score should still also be
the maximum number of times a the character can be raised or resurrected.
Q. At one time, a character using the 6th-level wizard spell project image could cast spells
through the image. That doesn’t seem to be the case now. What gives?
A. A key sentence was inadvertently dropped from the spell’s description. The sentence reads:
"A special channel exists between the image of the caster and the caster, so spells cast
actually originate from the image." Note that certain barriers, such as walls of force and anti-
magic shells can block the channel even if the caster can see the image.
Q. I am having a difficult time trying to find the difference between the new AD&D®
products and AD&D 2nd Edition rules. Do the newer, thicker books contain a new edition of
the rules?
A. The "new" AD&D game books released in 1995 are a repackaging of the AD&D 2nd
Edition game, intended merely to upgrade the game’s graphic look. The new books do not
contain a new edition of the rules. Check out the Forward in the new Player’s Handbook
(page 3) for details.
Q. In issue #224, you said that there are no bards native to Krynn. However, according to the
tables on page 81 of the World Book of Ansalon from the Tales of the Lance boxed set, there
are bards (with included level limits for the various races of Ansalon). What’s up? How come
kender can’t become wizards when they can become bards?
A. I am guilty of a misstatement. What I should have said in issue #224 was that Krynn has no
native bards as the Player’s Handbook describes them. In the AD&D core rules, a "bard" is a
rogue character who can cast some wizard spells. Krynn has no such characters. According to
Harold Johnson, TSR, Inc.’s resident DRAGONLANCE® setting guru, anyone with a talent
for singing can be properly called a bard on Ansalon. Goldmoon, for example, is famous bard
as well as a renowned cleric. As a few readers have pointed out, there is a bard profession
available to Krynn residents. These characters, however, are thief characters who can sing and
play musical instruments (see page 80 of the World Book of Ansalon. A Krynn bard functions
as a regular thief but starts play with the ability to sing and play a portable musical
instrument. Krynn bards do not cast wizard spells, which is why a kender can be a bard but
not wizard.
Q. If a fighter character used 10 wishes to raise his Strength score from 17 to 18, would he
immediately roll for exceptional Strength? The PHB says any warrior with a Strength score is
entitled to an exceptional Strength roll. However, the section on wishes in the DMG makes no
mention of this at all.
A. The DM has final say on the results of wishes. There’s is nothing wrong with granting
exceptional Strength rolls to warriors who obtain Strength scores of 18 through wishing
(unless they are halflings; see PHB, page 27) but the DM is not obligated to do so. If the DM
decides not to allow an immediate roll for exceptional Strength, the warrior in question can
either be assumed to have a normal (unexceptional) Strength rating of 18 or an exceptional
Strength rating of 18/01 at the DM’s option.
Q. Let’s say a wizard casts a magic missile spell at an enemy fighter. At the time the wizard
casts the spell, an invisible thief is in the direct line of fire between the wizard and the fighter.
Does the magic missile strike the thief because he is in the way? Or do the missiles from the
spell, which strike their targets unerringly, zip around the thief and strike the fighter, thus
revealing the thief’s presence?
A. The missile or missiles from the magic missile spell in your example would strike the
fighter, because the fighter is the spell’s target. Whether the invisible thief is revealed is
entirely up to the DM. The missiles might streak directly toward the fighter and turn abruptly
to avoid the thief, or they might curve so gradually that nobody notices. Even in the first
instance, the missiles might move so fast that an observer wouldn’t notice them changing
course. In any case, the thief is not rendered visible, there is simply a vague indication that
there is something invisible in the missiles’ path. This situation is similar to what would
happen if the thief jostled a piece of furniture or a curtain. If the DM decides the missiles’
erratic course could betray the thief’s presence, any observers should attempt saving throws
vs. spells. Observers making successful saving throws would detect the thief and know his
approximate location, while observers failing their saving throws would notice nothing.
Q. According to what I have read, when a human and a half-elf mate, the offspring is
considered a human; I’ve also read that, when an elf and a half-elf mate, the offspring is
considered an elf. So what happens when two half-elves (or half-ogres or half-orcs, etc.)
mate?
A. The FORGOTTEN REALMS® Campaign Setting contains just such a rule about half-
elven heredity. When two FR halfelves mate, their offspring also is a halfelf (see A Grand
Tour of the Realms, page 12). The Player’s Handbook, however, says that anyone with both
human and elven ancestors is either a human or a half-elf (see PHB, page 30). If the character
has more human ancestors than elven ancestors, he’s human. If there are equal or larger
numbers of elven ancestors, the character is a half-elf. Unless your campaign has a rule that
says otherwise, I recommend that you use the PHB rule for half-elves and all other
crossbreeds. If you’re playing a FORGOTTEN REALMS campaign, for example, use the rule
from Grand Tour of the Realms when dealing with half-elves and the PHB rule for half-orcs
and other crossbreeds.
Q. The description of the Charge option in the first chapter of the PLAYER’S OPTION™:
Combat & Tactics book says it’s a full-move action: however, the Charge option also is
included in the list of halfmove actions on page 20. Which is it?
A. Charging is a full-move action, but it’s included on the half-move list for two reasons.
First, it is possible that a charging character might enter melee range with the enemy during
the first half of his movement. In such a case, the character stops moving and makes his
attack; once he stops to attack, his movement is over (though he still can make the standard
one-square adjustment after the attack). Second, its okay to let a character who already has
made a half move to charge during the second half of his movement. Players often wish their
characters to make delayed charges in response to unexpected moves from the enemy, when
their comrades suffer knockdowns, and in many other situations. A character making a "half
charge" is subject to all the bonuses and penalties associated with charging (see Combat &
Tactics, page 25).
Q. If you’re using the fatigue rules from the Combat & Tactics book do undead creatures have
to keep track of fatigue?
A. No, they don’t. This isn’t mentioned in Chapter Nine of the C&T book, but it should be.
Golems don’t become fatigued either.
Q. Exactly how far does a character go when charging running, or sprinting? For example,
Motar the mage has a base move of 12. That means he normally goes 12 spaces on a half
move. He goes 36 spaces if he runs (12 plus 24) or 48 spaces if the sprints (12 plus 36).
Right?
A. Motar the mage, who has a movement rating of 12, normally moves I2 squares in a combat
round, not 24 (see C&T page 13). If he charges, his movement rate increases by 1 ½ to 18.
Motar can move up to nine spaces during his base initiative phase and up to nine more during
a later phase (usually the very next phase). If he runs, Motar’s movement rate doubles and he
can move 24 spaces (but no more than 12 during in base phase and up to 12 more on a later
phase). If Motar sprints, he triples his movement to 36 (up to 18 spaces in his base phase and
up to 18 more later). Note that characters have only two phases of movement during a combat
round and that leftover movement from a previous phase cannot be saved and used in a later
phase.
Q. There is a contradiction between the descriptions for caps and mail coifs in the Combat &
Tactics book. Page 147 says the two provide Armor Class 3 for the head and neck when worn
together, but page 149 says the combination provides Armor Class 4. Which is correct?
A. A cap and mail coif worn together provide an AC of 4 to the head and neck.
Q. What kinds of things can affect a weapon’s speed factor? Do you include things such as an
elf’s or a specialist’s attack bonus? Can a speed factor be a negative number?
A. The only thing that affects a weapon’s speed factor is its magical enchantment. In core
AD&D 2nd Edition rules, each point of enchantment reduces the weapon’s speed factor by
one point (see PHB, page 127). If you’re using the initiative system form Combat & Tactics,
see page 18 of C&T: A weapon’s speed factor can never be less than zero.
Q. The rules for critical hits in Chapter Six of the Combat & Tactics book say that armor
damage can be avoided if the piece of armor in question makes a saving throw vs. normal
blow or vs. a crushing blow if the attacker’s weapon is larger than the defender. What are the
saving throw numbers for a normal blow?
A. There is no "normal blow" category for item saving throws in the AD&D 2nd Edition
game. For purposes of critical hits, I recommend a saving throw number of 2 for normal
blows no matter what type of armor is involved. For crushing blows arising from critical hits,
I recommend a saving throw number of 6 for all types of armor rather than the numbers given
for crushing blows on Table 29 in the DMG. Don’t forget that the damage inflicted by the hit
(before any multipliers for the critical hit) applies as a penalty to the armor’s saving throw
roll.
Q. Is there a system for determining character point costs and initial ratings for nonweapon
proficiencies that were included in the various "complete" handbooks but not included in the
PLAYER’S OPTION™: Skills & Powers book?
A. No, there isn’t, but here are a few basic rules of thumb for you: A one-slot proficiency
should cost three character points. If a one-slot proficiency allows add-ons (such as the
ancient languages proficiency, which allows the character to learn additional languages for a
minimal character-point cost) or is something particularly difficult to learn (such as
mountaineering or tracking), it should cost four character points. Fairly common or simple
one-slot proficiencies should cost only two character points. Two-slot proficiencies should
cost five character points. Initial ratings should range from 5 to 9; compare the proficiency in
question to the proficiencies already included in the Skill & Powers book and assign one that
seems appropriate. In any case, the task of converting an old proficiency to the S&P system is
a job for the DM, who has final say on the process.
Q. How many spellbook pages are required to include the reversed form of a spell?
A. It depends on the spell. Reversible spells, such as knock, locate object, and stone to flesh
require no extra spellbook space at all. A single spell entry does double duty, though the
wizard still must decide which version he will memorize when studying spells for the day.
Separate spells that are essentially reversed versions of each other, such as haste and slow,
must be recorded separately. In either case, a single spell requires a number of spellbook
pages equal to the spell’s level plus 0-5 (1d6 -1) pages (see PHB, page 63).
Q. If a specialist wizard uses a magical item from an opposition school, such as a transmuter
using an amulet of proof against detection and location (abjuration magic) what happens? Can
the transmuter use this device at all? Is there a penalty?
A. As "Sage Advice" has suggested before, specialist wizards should be free to use all
magical items that can be used by any character class, even when they involve magic from
their opposition schools. The specialist wizard magical item limitations are intended to apply
solely to wizard-only items.
Q. How many years does a character age per level of experience gained? I hardly think that a
truly seasoned warrior (20th level or higher) would be only 25 to 30 years old. After all, the
true greats, such as the wizard Elminster are depicted as elderly.
A. The first step in determining any character’s age is to generate a starting age from Table 11
in the PHB. Now, divide that value by the absolute maximum age for the character’s race
(also determined from Table 11). Multiply the quotient by the character’s actual maximum
age (again from Table 11). This is the character’s "geezer factor." If person playing the
character is past middle age himself, double the geezer factor (everyone knows time passes
faster for older people). If the person playing the character is a game advice columnist who
has begun to ponder just how many people there are out there who just have to have a rule for
everything, triple the geezer factor (because thoughts of this kind will make you old in a real
hurry). In any case, for every 50,000 experience points the character earns he ages one geezer
factor. There you go, simple. Go try the formula on a couple of sample characters to see how
it works. I’ll wait. . . . Have you done that? I hope not, because the Sage was just pulling your
leg. How about this as an alternate method: Determine the character’s starting age (Table 11
again), and then figure out how much time has gone by in the campaign since the character
started play. (Pretty clever, huh? That’s why I get the big bucks.) If you need help with
campaign time, check out Chapter 14 in the Player’s Handbook and Chapter 14 in the
DUNGEON MASTER® Guide. Of course, if you asked your question because you’re
creating a new character at level 20 or higher, just make him whatever age you want him to
be. If you think 25 to 30 years old is too young, you’re probably right. To set the character’s
age, start by thinking about how much game time it might take to gain 20 or more levels (if
you haven’t any idea, you probably shouldn’t be creating characters of that level). Now
consider any notable events from the character’s past (you weren’t really going to create a
brand-new character of level 20+ without giving him a history were you?). For example, if a
20th-level warrior’s claim to fame was that he lead the imperial army to victory 50 years ago,
he’s almost certainly going to be considerably more than 50 years old; after all, babes in
diapers usually don’t command imperial armies, but then again anything’s possible in a
fantasy game and there’s always the chance the character has been subjected to some kind of
magical age adjustment. In short, there is no hard-and-fast rule governing how fast characters
age once they start play, its all a matter of judgment (and perhaps a little bookkeeping) on the
part of the Player and the DM.
A. Because shape change is a 9th-level spell that costs 5,000 gp to cast, I’m inclined to be
generous. Let the caster state the approximate size of dragon he’s changing into, then check
that size against the age table in the MONSTROUS MANUAL™ tome for the type of dragon
the character has chosen. It’s helpful to have the caster state the dragon’s body length; you
can calculate the creature’s tail length separately if the need arises. For example, a wizard
who changes into a red dragon with a body 100’ long, he’d become a mature adult (because
mature adult red dragons have body lengths ranging from 99’ to 118’). The dragon’s tail
length would be about 90’ (near the lower end of the range). The wizard would gain the
dragon’s Armor Class of -6 and the dragon’s movement abilities: flight at speed of 30 (C)
walking at speed of 9 and the ability to make jumps up to3 0 yards. The wizard also gains a
mature adult red dragon’s physical attacks, immunity to fire, and infravision. The wizard does
not get the dragon’s breath weapon, spell-like abilities (including the ability to detect invisible
creatures), or fear aura because these powers depend on a dragon’s innate magical nature and
superior intellect (if the DM is feeling particularly ungenerous, he can disallow the fire
immunity as well). The wizard does not gain the dragon’s magic resistance either, because a
shape change spell never bestows magic resistance. Note that a character using the much
weaker polymorph self spell can’t change into a form any larger than a hippopotamus, which
would limit the character to the form of a hatchling red dragon, and the caster would get no
extra abilities beyond normal flight.
Q. If a creature with a breath weapon is subjected to a reduce spell, is the size of the breath
weapon affected?
A. No. Areas of effect for spells, spell-like abilities, breath weapons, gaze attacks, or similar
abilities don’t change when a creature’s size changes. Though a gaze attack that actually
requires an enemy to meet a creature’s gaze (as opposed to merely being looked at) might be;
human-sized creatures, for example, probably won’t look into the eyes of a medusa that has
been reduced to a height of two inches.
A. No they can’t. The shell keeps out any living creature that is wholly or partially composed
of animal matter. Creatures wholly composed of plant matter or minerals (or some
combination of plant and mineral) ignore antianimal shells. Undead are unaffected (because
they are not alive) as are all creatures with a purely extraplanar origin. For example, tanar’ri,
though basically "animal" aren’t affected because they aren’t from the Prime Material Plane.
Note that humans and demihumans (and tanar’ri) aren’t considered "animals" for game
purposes (see next question).
Q. The description of the 5th-level priest spell animal growth says the spell is particularly
useful when used in conjunction with charm person spells. Can this spell be used on humans
and demihumans? Can the caster use it on himself?
A. Actually, the description says the spell is useful in conjunction with a charm person or
mammal spell, which affects both people and mammalian animals. Animal growth affects
only animals; that is natural quadrupeds, insects, arachnids, avians, fish, and reptiles. As a
general rule, animals fit into one of the aforementioned categories, have racial intelligence
ratings of low (7) or worse, and have no magical powers. Humans, demihumans, and
humanoids are composed of animal matter (see previous question), but they are not animals
for the purposes of this spell or most other spells and items that affect only animals, such as
speak with animals or the ring of mammal control. Note that exceptional animals with high
Intelligence scores are still animals, and that exceptional humans, demihumans, and
humanoids with low Intelligence scores are not.
Q. An ESP spell allows ’the caster to detect the surface thoughts of creatures within the area
of effect. Does this allow the caster to pinpoint the locations of creatures he cannot see due to
size, invisibility, concealment, or whatever?
A. The best the caster can do is know which direction the thoughts are coming from (left,
right, ahead, behind, up, down, or some combination of these). If the caster spends one round
studying an area containing hidden creatures, he can tell about how many there are, just as if
he could see them, but he still doesn’t know exactly where they are.
Q. When a character uses a protection from magic scroll, do his own spells and magical items
continue functioning? Can the globe of protection the scroll provides be removed with a
dispel magic spell? What happens when another character enters the globe with magical items
and spells running?
A. The scroll creates a globe of antimagic that negates all magical effects - including the
scroll-user’s own spells and magical items - for as long as they remain within the globe. A
magical item or portable spell effect carried into the globe from outside ceases functioning the
instant it enters the globe, but begins working again the instant it leaves (provided its duration
hasn’t expired). The globe is impervious to dispel magic spells.
Q. Is there anything that can remove an anti-magic shell other than the minute chance that a
Mordenkainens disjunction provides?
A. A wish or limited wish spell can negate the shell; remember that these two spells age the
caster (and don’t forget the system shock roll). A 10th-level dispel effect (see the DM™
Option: High-Level Campaigns book, Chapter Six) destroys the shell if successful.
Q. The description for the meteor swarm spell says any creature in the straightline path of the
missiles receives the full effect of the spell without a saving throw. If the caster lines up two
or more targets, do either of them get a saving throw? Where do the missiles detonate? Do
they go off when they strike the first target or do they detonate at the range the caster
chooses?
A. If more then one target lies in a missile’s path, they all suffer the full effects with no saving
throw. The missiles detonate at the range the caster specifies, no matter how many targets
they encounter along the way, unless they encounter a solid barrier that blocks them. In the
latter case, missiles detonate at the barrier in the pattern the caster has specified. Note that
each missile follows a path from the caster to its place in the detonation pattern, so each
missile follows a unique path.
Q. How do you apply the range listings for the various monster summoning spells? Do the
creatures summoned have to be within range of the spell? Or can the caster make the creatures
appear anywhere within the spell’s range? If not, where do they appear? If so, when does the
caster choose the spot where the summoned creatures appear?
A. The range applies to where the monster appears in relation to the point where the caster
was standing when he casts the spell. The caster must choose a point where the summoned
monster or monsters will appear at the time of casting, some adjustments will be necessary
when the monsters appear because the caster doesn’t know exactly how many creatures he’ll
get. For example, a wizard standing in the middle of a corridor 20’ wide and 110’ long casts
monster summoning I and chooses a spot straight ahead and 25’ away, which is well within
the spell’s area of effect (a 30-yard radius). The spell summons five orcs. One orc appears
exactly 25’ from the caster. The remaining four must appear in the same general vicinity, but
the caster can freely choose what formation they’re standing in, so long as there is space
available. He can’t have them all standing in the same 5’-square area, because they won’t all
fit, but he could have them standing single file along the corridor or in a double row across the
corridor. In any case, the orcs must appear next to each other, the caster can’t string them out
along the entire corridor, even though the whole corridor lies within the area of effect.
Q. A rod of alertness senses creatures hostile to the rod wielder within a 120’ radius. Does the
rod indicate where the hostile creatures are if the wielder cannot otherwise detect them?
A. First, note that the rod detects hostile creatures only when planted in the ground and
commanded to do so. A character can’t carry the rod around using it as an early warning
system. When the rod gives the alarm, it gives no indication of where the creature (or
creatures) it has detected is.
Q. The sixth or indigo layer of a prismatic sphere or prismatic wall spell stops magical spells.
What happens to any spell effects operating on a creature when it steps through the layer?
Also, what, exactly, does the final "force field" layer keep out?
A. No spell effect can pass through the indigo layer if cast so that its area of effect overlaps
the sphere or wall or if the sphere or wall blocks a straight line between the spell caster and
the target point; however, a spell cast on a creature is unaffected if the creature passes though
the layer. Note that spells with mobile areas of effect that extend beyond the recipient stop at
the sixth layer. Such spells either collapse if forced against the barrier (as is the case with
protection from evil 10’ radius) or simply keep the recipient from passing through the layer
(as is the case with Ottiluke’s resilient sphere). The seventh or violet layer stops everything
except creatures who make successful saving throws vs. spell when they contact the layer.
Such creatures and their equipment pass right through. Creatures who fail the saving through
go to another plane. Objects propelled or thrust at the layer are deflected - if the wielder
doesn’t go with the object the object doesn’t go through the layer.
Q. The description for the 4th-level priest spell spell immunity says it cannot affect a creature
already magically protected by a potion, protective spell, ring, or other device. Does this mean
a character could remove his protective magical items, cast or receive a spell immunity spell,
then put his protective items back on and get the benefits of both the spell and the items?
What happens if the character casts or receives the spell immunity spell first, then casts or
receives other protective spells?
A. Spell immunity doesn’t work when the recipient also enjoys magical protection from
another source, no matter when the other source of protection takes effect. If the spell
recipient is already magically protected, spell immunity has no effect. If spell immunity
already is in place and the recipient receives another protective spell, he can choose which
protection will affect him. If he chooses the additional spell, the spell immunity is completely
negated, even if the new spell has a shorter duration than the spell immunity. If he chooses the
spell immunity, the new spell remains inactive until the spell immunity expires or is dispelled.
If the new protection spell’s duration expires before the spell immunity expires, the recipient
can get no benefit from it.
Q. Just how do you go about deciding which questions go into this column anyway? If I e-
mail you a question, will I get a personal reply?
A. I begin selecting questions by reading all my monthly mail. I tend to discard any question I
can’t read or that I’ve answered recently. Once I’ve sorted everything once, I take a close look
at what I’ve got left. I look for questions from people who have put some thought into their
subjects before dropping me a line and for questions whose answers will help me make the
whole game a little clearer for everyone who reads the column. If I have a theme in mind, I
look for questions that fit the theme. If you want to improve the chances of getting a question
into print, follow these guidelines: Type your question or print it clearly in ink or send in a
clear, clean computer printout. If I can’t read a question, it doesn’t get answered. Get to the
point. I really don’t need to read your life story, or the histories of all the characters who were
in play when your question came up. Before sending your question, get out your books and
look - hard - for the answers. If you’re e-mailing a question, mention what you’re asking
about in the subject line of the message. Subject lines that read "a question for the Sage"
aren’t helpful. In any case, the "Sage" doesn’t send personal replies - not even if you mail
your question and send an SASE.
Q. During a recent adventure, I decided that my wizard would cast a magic jar spell and then
posses himself. My character carried around the gem from the spell and used it to kill a
medusa and a couple of beholders. My DM had a problem with this, so I just told him to read
the spell description. He did, and he agreed that according to the wording I had not cheated or
anything, but he also asked me to find out if that was a misuse of the spell. So what do you
think?
A. I think your DM overlooked the line in the spell description that says the spell ends when
the caster returns to his own body, which is exactly what your character did when he
"possessed himself." (If you’re curious, it’s the last line of the seventh paragraph.) I think its
also occasionally okay for DMs to say, "No, you can’t do that!" And then go on with the
game.
Q. Are there any modules introducing dragon werebeasts?
A. No, and there probably never will be because lycanthropy only affects humanoid creatures
(see the MONSTROUS MANUAL™ tome, page 230).
Q. A friend of mine had an elf character who became pregnant. After only five months of
game time went by, he wanted to play the character again. He said it was okay, because elves
are only pregnant for two months before having their babies. Did he lie?
A. Whether your friend lied is a question for philosophers. Let’s just say that he probably
made up his "rule" on elven gestation on the spot so you’d let him play his character. There is
no hard and fast rule about gestation periods for player character races in the AD&D game.
Everybody pretty much agrees that humans gestate for about nine months. Most other human-
size races should have similar gestation periods, or perhaps a little longer to account for their
longer lives. One campaign I know about held that the gestation periods for elves was about
seven and a half years, which is a bit too long if you ask me.
Q. The description for a bag of devouring says the bag is a lure for an extradimensional
monster and that the bag is one of the creature’s feeding orifices. Can this creature be killed?
If so, can you retrieve items from it? What are its statistics?
A. Yes, the creature can be found and killed, but only if the DM wants to take the time to
create statistics for the creature and to design an adventure that might enable a party to track it
down. Without such a special effort on the DM’s part, the creature is out of reach. In any case,
the creature digests everything it swallows and the best any group of would-be monster
slayers can hope to retrieve would be a few random items from the critter’s most recent
snacks.
Q. If a polymorphed female dragon mates with a human male and remains human during the
pregnancy, will the offspring be human or a dragon/human hybrid such as. the draconians of
the DRAGONLANCE® world? If the dragon changes back to dragon form, what sort of
creature will emerge if the dragon lays an egg?
A. The MONSTROUS COMPENDIUM® Annual Volume Two includes an entry for half
dragons, but these are the results of unions between demihuman females (elf, dwarf, or
gnome) and male gold, silver, or bronze dragons in demihuman form. A union between a
male human or demihuman and a dragon in human or demihuman form produces no
offspring. Note that draconians are not crossbreeds at all, but creatures created from good
dragon eggs corrupted by evil magic.
Q. There seem to be some sloppy gaps in the current DUNGEON MASTER® Guide. When
TSR gets around to doing a third edition, I hope it contains more standardized rules for
dealing with daily occurrences. For example, I give you the following scenario, which I
encountered the last time I ran a game: A party of adventurers kills a dragon in a hall
dominated by an ancient dwarven throne carved entirely out of one giant emerald. Behind the
throne is a magical elven airboat lying on its side. While the party druid goes to investigate
the ship, the berserker gets good and drunk. While the druid searches the ship’s hold the
berserker finds a large keg of gunpowder and places it under the throne. Then he lays a trail of
oil from the keg to the hall entrance. The berserker gets no response when he shouts to the
druid, so he drops his torch and plugs his ears. Meanwhile, the druid emerges from the hold to
see what the berserker wanted. Boom! Now, assuming that the throne fails its saving throw
and the boat lies between the druid and the throne, what is the chance that the druid blows up,
too? What are the chances that the entire party is killed by emerald shrapnel? If the druid
survives the blast and the shrapnel, what are the chances the boat lands on her? How much
damage does a medium sized eleven airboat do? Does the berserker get an extra experience
points for inventing rocketry?
A. Yeah boy, you’ve found a big hole in the rules all right. People go around blowing up
furniture-sized emeralds with kegs of gunpowder all the time; this situation must have
happened in campaigns here in the Lake Geneva area three or four times last week alone.
Even as you read this, teams of designers are feverishly at work perfecting shrapnel rules for
all types of gemstones, not just emeralds. Are you wondering just when these great new rules
will be available to the general public? If you are, stop, because no such rules are being
written. I’ll start my real answer to this question by noting that slaying dragons and
recovering throne-sized emeralds are not everyday events in well-run campaigns. Such things
happen in great campaigns, but only as major events that cap a series of epic adventures.
When PCs can bump off the game’s biggest, baddest monsters and haul home tons of loot
after every session the campaign is well on its way to being a memory (and probably not a
fond one). Likewise, it’s incumbent on the DM to put a little thought into encounters. If you
place a keg of gunpowder in a treasure hoard, you darn well should decide what’s likely to
happen if the PCs blow it up long before the game starts. You can’t predict everything players
will have their characters do, but continual improvisation kills a campaign. So, before you
decided your encounter was ready to play you should have decided how much damage
potential that keg of power had. For brevity’s sake, let’s say your keg held 100 charges of
powder (a pouch holds a maxim of 18, see DMG, page 238). That gives the whole keg of
damage potential of 200 points and a blast radius of 15’ (also from page 238 of the DMG).
Knowing that, your next step is reconsidering whether to let that much destructive power into
your game. You also should consider what the dragon would do with the powder; dragons
aren’t stupid, you know (it wasn’t a red dragon, was it?). Now consider the conditions in the
dungeon. Is the place fairly dry? (Wet gunpowder just doesn’t blow up.) Lets assume the
power was dry and your players really are silly enough to let the berserker waste it and put
another party member in jeopardy at the same time. Now 200 points is a lot of damage, but
gunpowder provides more push than smash, so the throne might break if it fails an item saving
throw, but it’s just not going to shatter. At worst, it’s just going to hop a bit into the air and
crack in half when it lands. Characters outside the 15’ blast radius suffer no damage, which
probably includes the druid if the boat’s deck points away from the throne. Nor is the blast
going be powerful enough to lift a boat large enough to have a hold so big that a character has
to climb inside and search for awhile to find out what’s inside. In any case the boat’s bulk is
going to absorb the blast and shield the druid. And, no, the berserker shouldn’t get any extra
experience from this little bit of silliness.
A. The 1st-level wizard spell comprehend languages cannot decipher magical writing or
magically warded writing (see spell description, Player’s Handbook, Appendix 3, page 172).
Insofar as Ruthlek (the secret script used by illusionists in the FORGOTTEN REALMS
world) is "dweomer guarded," a character using comprehend languages should not be able to
read it. A read magic spell, however, does allow characters to read Ruthlek. On the other
hand, copying spell books is a difficult process that takes time (one to two days of work per
level of the spell being copied) and materials of the highest quality. Simple tracings or
rubbings cannot duplicate a spell book.
Q. The DM™ Option: High-Level Campaigns book said mortals can go no higher than 30th
level. Do phaerimm (of the FORGOTTEN REALMS setting) really have wizard abilities to
40th level?
A. While mortals hit their limit when they reach 30th level, the phaerimm aren’t necessarily
cut from the same cloth as normal mortals are. The upcoming Arcane Age products provides
the definitive answer to your question.
Q. The High-Level Campaigns book states on page 144 that monsters have no THAC0 limits,
but their THAC0 table stops at 16+ Hit Dice. Can they improve past the 16+ Hit Dice level?
A. Yes. Just extend the progression from Table 39 of the DUNGEON MASTER® Guide.
Monsters with 17 or 18 hit dice have THAC0s of 3, monsters with 19 or 20 hit dice have
THAC0s of 1, monsters with 21 or 22 hit dice have THAC0s of -1, and so on. Note that the
monster still misses if it rolls a 1 on its attack die, no matter what its THAC0 is.
Q. The High-Level Campaigns book did not show any special abilities gained by druids after
20th level. Do they still gain abilities to travel to the plane of Shadow, alternate worlds, and
the Outlands (Concordant Opposition) from 21st to 23rd level?
A. You’re referring, I assume, to the extra abilities granted to the highest level hierophant
druids in the old Unearthed Arcana tome. When I wrote High-Level Campaigns, I hadn’t
intended to allow druids the extra planar access or elemental summoning abilities they gained
in Unearthed Arcana. Druids do receive all the abilities listed in High-Level Campaigns for
priests of levels 20 and up, except for improved undead turning at 21st level. If you like, you
can replace improved undead turning with the power to enter the para-elemental planes.
Q. Is it possible to cast a true dweomer (from the High Level Campaigns book) whose final
difficulty rating is more than 100?
A. No. To cast a true dweomer, a character has to complete preparations for the spell and roll
the final difficulty number or higher on 1d100. Obviously, if the spell’s final difficulty is
more than 100, the spell can’t be cast (because you can’t roll more than 100 on 1d100).
Currently, there is no skill or item in the game that grants characters bonuses to difficulty
rolls, but the spell caster can modify the spell by adding special conditions and material
components that reduce the difficulty number. Using material components and special
conditions to reduce a spell’s difficulty has some limits, as explained on pages 130 through
133. If the caster can’t provide enough conditions and components to lower the final difficulty
to 100 or less, he can double the spell’s preparation time and reduce the spell’s final difficulty
by half. If that still doesn’t do the trick, the caster has to go back to the drawing board and
redesign the spell or go looking for enough exotic spell components to get the difficulty down
to a workable number; there’s no limit to the number of exotic material components used in a
true dweomer. Casting true dweomers requires patience, dedication, and imagination from
both the player and the DM. A powerful true dweomer could take years of game time to
complete as the caster scours the land for components. If either the DM or player doesn’t feel
up to it, it’s best not to use true dweomers at all.
Q. I have been wondering, can a dragon use its breath weapon if its mouth is shut? What if
someone was in the dragon’s mouth? How much damage would the person suffer? How much
would the dragon suffer?
A. Whether any monster can use a breath weapon with its mouth shut is entirely up to the
DM. Common sense suggests that a dragon (or any other creature with a breath attack) would
have to open its jaws at least a little to loose a breath weapon. But, it is also reasonable to
assume that a creature can use its breath weapon if it can breathe. It doesn’t matter which
option you choose, so long as you use it consistently. Note that just tying a creature’s mouth
shut probably won’t guarantee that it can’t use its breath weapon, it might break the bonds or
work them loose and blast away when its captor least expects it. In any case, a creature with
its mouth clamped shut suffers no ill effects when it tries to loose a breath weapon. A creature
loses all Dexterity adjustments to saving throws and suffer a -4 saving throw penalty if it’s
unfortunate enough to be stuck in a dragon’s or other monster’s mouth when the monster uses
a breath weapon. A creature stuck in a monster’s mouth never blocks a breath weapon; the
breath affects the stuck creature and fills its normal area of effect, too.
Q. Does the +1 bonus to damage from the chant and prayer spells apply to damage that spells
inflict? If so, does the bonus apply to each die of damage or to the whole total?
A. The damage bonuses or penalties apply to any attacks the spell recipients make, including
spell attacks. The bonus or penalty applies to the damage roll, not to each die used in the roll.
If an attack, such as a fireball spell, affects multiple creatures at once, the bonus or penalty is
applied once to the damage roll. If an attack is split up so that it affects several creatures
individually, such as a magic missile spell, the bonus or penalty is applied to the damage each
creature receives. Attacks that inflict no damage aren’t subject to the damage bonus or
penalty. Damage that results indirectly from an attack is not subject to the bonus or penalty.
For example, if someone pushes a creature off a cliff or into a tire, the resulting falI or burn
damage is not affected. The attack was the push, which inflicted no damage.
Q. The 8th-level wizard spell spell engine from the FORGOTTEN REALMS setting absorbs
spell energy from any spell or spell-like effects cast in its area. The spell description says
symbols, glyphs, and abjuration spells already operating in the engine’s area when it activates
are not neutralized. This implies that other spells in the area are. For instance, a wall of force
(an evocation spell), would be negated if a spell engine activates in its area. Is that correct?
A. Yes, that’s correct. Note that a spell is "already operating" if it is cast outside the spell
engine’s area of effect and then brought into the area. For example, an antimagic shell created
outside the spell engine’s area and then moved so that its radius overlaps the spell engine’s
area is not neutralized. Instead it temporarily negates the spell engine’s effects within the area
of overlap. If the antimagic shell’s area of effect overlaps the spell engine’s area at the time of
casting, however, the antimagic shell is negated; the spell engine prevents the shelI from
forming. Note that only symbols, glyphs, and abjuration spells have this property. Other
mobile spells end when brought within a spell engine’s area. Note also that a dispel true
dweomer (from the High-Level Campaigns book) can destroy a spell engine.
Q. What sort of limits apply to the contingency spell? Does contingency activate another spell
only once? Or does a contingency activate a spell an unlimited number of times while the
contingency duration (one day per caster level) lasts? If the latter is true, one might cast
contingency and designate an armor spell as the contingent effect with the trigger being
"whenever the armor spell currently protecting me runs out." The contingency caster would
get continuous armor protection for many days, right? What kind of triggers can the
contingency caster specify? Can he bring a contingent spell into being just by snapping his
fingers? Also, does the caster’s situation have any effect on a contingent spell? For example,
if the caster is bound and gagged when the trigger occurs, does the contingent effect still
occur?
A. The contingency spell must be cast simultaneously with one other spell. The companion
spell is essentially precast and takes effect only when the contingency triggers it. Once the
companion spell is triggered, the whole spell complex ends. The caster cannot load multiple
spells into the contingency nor can he add new spells once the original spell has been
triggered. If the caster wants to duplicate a particular effect, he must cast the contingency and
the companion spell all over again (but note that a character can have only one contingency
operating at a time). The contingency spell’s duration really should read "one day per caster
level or until triggered." The condition that triggers the contingency can be just about
anything the caster can imagine, but it has to be fairly simple. Generally, it must be a single
event or condition, not a series of things. When the DM decides a contingency might fail, he
is free to decide how likely the failure will be. It could be automatic, or there could be a
saving throw, ability check, or other die roll involved,whatever the DM thinks is reasonable.
Because the companion spell is cast along with the contingency spell, the caster’s state of
being when the contingency is triggered doesn’t matter, the caster can be bound, gagged,
unconscious, or even dead when the spell takes effect.
Q. What is the duration, and area of effect of the 4th-level priest spell call woodland beings?
Is it okay to use the duration and area of effect from the wizard monster summoning spells?
A. Don’t use the statistics for any of the monster summoning spells , call woodland beings
works in a different way. Unlike the monster summoning spells, call woodland beings only
summons creatures that are within the spell’s range. Also unlike the monster summoning
spells, the summoned creature (or creatures) doesn’t appear in some location the caster
designates , it travels to the caster’s location, which can take quite some time. Call woodland
beings has no definite duration. The creature remains just long enough to render the caster
some service, then it departs. Note that the creature might depart immediately if the caster
asks it to fight (see spell description, Player’s Handbook, Appendix 4, page 274). In any case,
the creature called leaves the caster under its own power; it doesn’t vanish when the spell
ends or when killed as a summoned monster does.
Q. In the PLAYER’S OPTION™ combat system (from the Combat & Tactics book) is failing
to turn to meet an enemy attacking from behind the same as turning your back on that enemy?
Let’s say a character is engaged in fighting a couple of bugbears, and another bugbear comes
up from behind and attacks. Does that bugbear get an attack of opportunity if the character
doesn’t turn around? Would the bugbear get another attack of opportunity the next round if
the character still doesn’t turn around?
A. No, failing to turn and meet an opponent is not the same as deliberately turning one’s back
on an opponent. Creatures are assumed to make some kinds of defensive maneuvers , even
against opponents attacking from behind , unless they’re completely helpless. Note, however,
that many actions provoke attacks of opportunity. Firing a missile, for example, provokes an
attack of opportunity, even when the opponent is standing behind the character firing the
missile.
Q. In the Combat & Tactics rules, how many attacks of opportunity would a character armed
with a long weapon, such as bardiche, which has a melee reach of two, receive if he has
chosen the guard action and someone charges him from the front?
A. None. The guarding character would get his normal melee attack the moment the charging
opponent came within reach, but wouldn’t get an attack of opportunity unless the opponent
did something to provoke it, such as turning its back on the bardiche wielder or leaving the
area the bardiche wielder threatens. Just moving around within an area an opponent threatens
does not provoke attacks of opportunity.
Q. What’s the difference between offensive and defensive disarms in the Combat & Tactics
rules? Why would anyone choose an offensive disarm when defensive disarms work just as
well?
A. The difference lies in when the disarming attempt is resolved. Offensive disarms are
resolved during one of the disarming character’s own attack phases. Defensive disarms are
resolved when the disarming character’s opponent attacks. Offensive disarms have two
potential advantages. First, if the character attempting to disarm is entitled to multiple attacks
during a round, he can automatically cover a disarmed opponent with the remaining attacks,
which should allow him the first strike if his disarmed opponent doesn’t surrender. Second, if
the character gains the first action during the round and succeeds with an offensive disarm,
the opponent will be weaponless when his turn comes to attack. Even if the character who
made the disarm doesn’t have another attack he can use to cover the disarmed opponent, he
might get an attack of opportunity when the opponent tries to retrieve his dropped weapon.
A. No matter which rule you use, the mind contacted is determined randomly, usually by
roiling 1d10. If you use the optional rule, the spell caster picks the plane he contacts. If the
caster chooses an outer plane, roll 1d8 instead of 1d10. A roll of 1 indicates that caster has
contacted the equivalent of an Astral intelligence. A roll of 8 indicates the caster has
contacted a being with an Intelligence score of 25. However, any difference in alignment
between the caster and the prevailing alignment on the plane contacted (see the
PLANESCAPE™ boxed set) reduces the intelligence the caster actually contacts by reducing
the die roll (which is always at least "1"). The reduction works as explained in the optional
rule box. The reference to the caster’s level in the optional rule box is superfluous because
caster level has no bearing on the intelligence contacted.
Q. When developing new characters for the AD&D game, do the initial scores rolled for
Ability Scores include the racial bonuses? Or is the bonus given after a roll meets the
minimum? For example, a minotaur needs a Constitution of 12 as a minimum requirement.
Minotaurs also receive a +2 bonus to their Constitution. If the player rolls a 10, can he add the
bonus to meet the minimum requirement? Or must the player roll a score of 12 on the dice
first, then apply the bonus?
A. In most cases, a new character has to meet the ability score requirements for his race
before making any racial adjustments to Ability Scores. For example, if a player rolls a 10 for
a character’s Constitution score and an 18 for the same character’s Charisma score, that
character cannot be a dwarf because Table 7 in the PHB lists a minimum Constitution of 11
for dwarves and limits dwarves to 17 in Charisma. The character can’t be a dwarf even though
dwarves get a +1 Constitution bonus and a -1 Charisma penalty because the player must
consult the table before making any adjustments. The same character could become a gnome,
however, and would apply the ability adjustments for gnomes from Table 8. Note that at the
beginning of play, a dwarf’s maximum Constitution score is 19 (18+1) and a dwarf’s
maximum Charisma score is 16 (17-1). Unfortunately, not all the expansions to the AD&D
game follow the PHB’s example. For instance, the Complete Book of Humanoids lists
adjusted scores in its racial ability score tables. (This explains why Table 12 includes so many
numbers lower than three and higher than 18.) In this case, the player must make the racial
adjustments to the character’s ability scores and consult the table. If the character doesn’t
meet the requirements after the adjustments, the character’s Ability Scores revert to their
unadjusted values and the player has to choose a different race for the character.
Q. My question pertains to the psionicist power ectoplasmic form. One of the players in our
group is rather fond of turning into ectoplasmic form, picking up objects, sticking them into
people, and letting go. He claims this is an instant kill. Is this valid? Is it an evil act? Are there
any special saving throws applicable? Also, what are the effects of sticking objects into
objects?
A. No, what you describe isn’t a valid use of the ectoplasmic form power. No, it’s not
necessarily evil. No, there are no special saves. A character assuming ectoplasmic form can
take along clothing, armor, and up to 15 Ibs. of equipment he’s carrying. Weapons,
backpacks, magical items, and the like don’t automatically come along; they count toward the
15-lb. limit. The character has to leave any excess equipment behind. Anything the character
isn’t holding or carrying when he assumes ectoplasmic form doesn’t go along. So the
character cannot assume ectoplasmic form, walk across a room, pick up a rock, and make that
ectoplasmic too. Anything the character converts into ectoplasmic form stays in that form
until the character resumes his own normal form, even if the character drops the object.
Resuming normal form inside a solid object or inside another creature can be harmful, but
only to the ectoplasmic creature. The solid object or creature has dibs on the space it occupies.
At best, the ectoplasmic creature or object is displaced a sufficient distance so it can
materialize without harm. I suggest, however, that the ectoplasmic character is violently
forced through a dimensional rift to the Ethereal plane, suffering 3d10 hp damage , with no
chance for a saving throw. Sticking an ectoplasmic object into something else and
materializing is just as nasty as sticking part of the character’s body into something; the
person responsible for making the rift is drawn inside of it and suffers damage.
Q. Would you please clarify the use of the feign death spell, particularly with regard to its
casting time of ½? Does this mean that the caster uses it just prior to an opponents’ attack?
Is it so quick that the attacker does not realize that the spell was cast? If the spell is cast prior
to an attack does the attack now hit automatically? Won’t the attacker become suspicious if
the caster "drops dead" after a missed attack?
A. Technically, a spell’s casting time is added to the caster’s initiative roll to determine
exactly when the spell takes effect. Since the initiative system uses only whole numbers, the
casting time of ½ is problematical. In this case, I think the intent is to allow the caster to cast
the spell pretty much instantaneously. I recommend treating feign death like an innate ability,
but with no initiative modifier. An opponent can beat the caster to the punch, but he can’t
disrupt the spell. The caster can time the spell so that it takes effect right after an opponents
attack if he wishes. The spell has a verbal component, so an alert opponent might notice the
casting. An opponent successfully using the spellcraft proficiency while watching the
spellcaster would know the caster used a necromantic spell. Other witnesses might be allowed
a slim chance , no better than a check vs. one half Intelligence , and then only if they had
some reason to suspect a spell. (Feign death has no somatic or material component, so its not
easy to catch.) In any case, combat in the AD&D game always works in the abstract; "misses"
might very well actually strike the target (albeit ineffectually), and some "hits" might not
make contact at all. (Maybe the target pulled a hamstring while avoiding the blow.) Any
attack that causes the target to drop dead is likely to be interpreted as a hit. If a PC made the
attack, simply note the attack roll’s result and announce that the blow connected and slew the
target. Let the player puzzle out what happened. If an NPC made the attack, consider how
alert the character might be to tricks. Someone very sure of himself might very well believe
he made a killing blow, while someone familiar with the caster’s reputation might become
suspicious if a famous character goes down too easily. Some monstrous foes might try to drag
the "slain" character back to their lairs for snacks.
Q. According to the PLANESCAPE rules, the farther a priest is from her power, the lower
level she effectively becomes. If a priest casts a defensive spell on a plane near to her power,
then goes to another plane farther from her power, would the spell still be active even though
she effectively dropped several levels in ability? For instance, a 7thlevel priest in my party
cast magical vestment on herself in the Beastlands just prior to entering a portal to the Grey
Waste, where she "lost" six levels of ability. Would the spell still be active for its duration
even though the caster could no longer cast it?
A. When plane hopping, a spell functions according to the conditions that prevailed when the
spell was cast, unless the local condition is an absolute. A flame blade, for example, goes out
if carried onto the elemental plane of water, where no fire spell works. In your example,
magical vestment keeps working at full power, because the character was functioning at full
power when she cast the spell. See the upcoming Planewalker’s Handbook for more
information.
Q. How many volumes will the upcoming Wizard’s Spell Compendium have? Will there be
similar volumes for priest spells?
A. The current plan is for three volumes of the Wizard’s Spell Compendium, followed by one
or two volumes of priest spells. I’m sorry I can’t be more exact, but there’s just no way to tell
exactly how many spells there really are until somebody actually finishes compiling them all.
Q. Page 123 of the Complete Druid’s Handbook lists several spells I have never heard of and
that aren’t listed in the book. Where can I get information on spells such as ceremony and
precipitation? Also, why are some of the spells’ levels changed, like cure light wounds as
2nd-level spell and finger of death as a 7th-level spell?
A. Pages 122 and 123 of the Complete Druid’s Handbook describe druids as they appeared in
the original AD&D game. That’s why some of the spell levels are different. The spells you’re
asking about came from the Unearthed Arcana tome, now long out of print. Current plans call
for both spells to be included in the upcoming Priest’s Spell Compendium, but that’s subject
to change.
Q. A sword of sharpness has a +1 bonus for attack rolls and damage and it severs a limb on a
modified roll of 19-21. If a sword of sharpness had a +3 magical bonus (such as the one
carried by Prince Melf Brightflame in the From the Ashes boxed set), how likely is it to sever
a limb? What about a vorpal weapon? Would a vorpal sword +5 sever necks on rolls of 20-
25?
A. The DM has two options. First, he can assume that the sword severs a limb on any attack
roll that totals 19 or more, considering only the sword’s +3 bonus; that is, on an attack roll of
16 or more. (Bonuses from Strength specialization, race, combat conditions, and so on never
apply to the score to sever.) Alternatively, he can assume the sword severs a limb on an attack
roll of 18 or higher, just as a normal sword of sharpness does. I prefer this option. It doesn’t
matter which option you choose, so long as you apply it consistently. In either case, the attack
must succeed to sever a limb. If the sword wielder rolls a 19 and still manages to miss, the
sword severs nothing. Note that the actual number required to sever varies with the type of
opponent. The base number to sever for a regular sword of sharpness is 18 for a normal
opponent, 19 for an opponent larger than man size, and 20 for solid metal or stone opponents.
If you choose the first option, the numbers would fall to 16, 17, and 18. Non-standard vorpal
swords can work the same way. The normal vorpal swords severs the neck on a roll of 17 for
a normal opponent, 18 for an opponent larger than man size, and 22 for solid metal or stone
opponents. If you choose the first option, the numbers for a vorpal sword +5 would fall to 15,
16, and 17.
Q. How do you handle initiative for a priests attempt to turn undead? The rules say a turning
attempt counts as an action for the character and takes one round. It also says that the turning
effect occurs during the priests turn in the initiative order and that any opposing undead might
get to attack the priest before he can make the attempt. I notice that Table 56: Optional
Modifiers to Initiative does not include an entry for undead turning. Does this mean the priest
always goes last if he attempts undead turning? That could be pretty rough on a lone priest
facing a group of undead.
A. A turning attempt counts as the priest’s sole action for the round; the priest cannot move,
attack, cast a spell, use a magical item, or take any other significant actions during the same
round as a turning attempt. (In the PLAYER’S OPTION™ combat system, a turning attempt
is a no-move action.) The priest rolls for initiative normally, and the attempt is resolved
during the priest’s normal place in the initiative order. There is no entry for turning attempts
on Table 56 because undead turning is neither particularly slow nor particularly fast — the
priest makes an unmodified initiative roll unless some other factor also applies (see Table 55:
Standard Modifiers to Initiative).
Q. Do gauntlets of ogre power affect the wearers maximum encumbrance or ability to open
doors?
A. Gauntlets of ogre power grant the wearer 18/00 Strength in the hands, arms, and shoulders.
The wearer enjoys the benefits of the increased Strength in combat and most "bend/bars" lift
gates rolls. The bonus doesn’t apply to feats of strength that involve the whole body, which
generally includes carrying loads and opening doors. If you’re using the subabilities from the
Skills & Powers book, the gauntlets increase the wearer’s muscle score only, and then only
for actions the character performs with his hands, arms, and shoulders.
Q. The Skills & Powers book allows priests to spend character points to purchase a school of
wizard spells and use them as priest spells. Does this mean the priest can cast these spells
while wearing armor? Can the priest fill his bonus spell slots from high Wisdom with these
spells? Can the priest spend extra character points and gain more than one school of wizard
spells?
A. The selected school of wizard spells works just like a sphere of priest spells in all respects.
The character can memorize and cast them freely without sacrificing any priest abilities (and
the spells can fill bonus spell slots from high Wisdom). The DM should feel free to limit
which schools might be available. (A deity of truth might balk at granting a cleric or priest
illusion spells.) I strongly recommend that you do not allow anyone to purchase more than
one school of wizard spells for a priest character.
Q. In issue #228, you mentioned the spells that could remove an antimagic shell. What about
the spell spellstrike from the FORGOTTEN REALMS® setting? As it is, in a sense, a
"retroactive" dispel magic could it remove an antimagic shell?
A. Yes, but remember that spellstrike negates only spells and effects created (cast) during the
round in which the spellstrike is cast or during the previous round.
Q. I enjoyed your response in issue #228 to the reader who objected to your answer about the
frisky chest spell back in issue #225. But you didn’t quite handle all his objections. Do you
really advocate changing the rules in the middle of the game to restrict player innovation? If
not, when should a DM introduce a weight limit for frisky chest as you suggested? By the
way, is it really impossible to stack one’s slain or paralyzed comrades on a Tenser’s floating
disk?
A. Of course you shouldn’t change the rules during the game; that’s just common courtesy.
The proper time to introduce rules changes is sometime after the game ends and before the
next game begins. It’s often helpful to write your rules changes down and keep them handy
for future reference. By the way, the frisky chest spell is due for a major overhaul. In addition
to a weight limit (100 Ibs. per caster level), an area of effect reduction also is officially in the
works, most likely 10 cubic feet (about 2’ x 2’ x 2½’) instead of a 10’ cube. The upcoming
Priest’s Spell Compendium will contain the revised spell. Yeah, you can carry bodies on a
Tenser’s floating disk, or just about any other objects or creatures you can heap onto the disk
(keeping them there might be a separate problem). On the other hand, you can’t use the disk
as a weapon or a battering ram. It’s a load carrier, period. You can’t use a disk to bowl over
opponents or smash things. A disk just floats around like a blimp, giving no more than a
gentle bump when it strikes a creature or object. In any case, I certainly hope everyone who
reads this column realizes that the DM’s task is keeping the game under control without being
a spoilsport. The reason you ought not to let PCs use frisky chest spells to make their treasure
walk out of the dungeon is because that kind of thinking eventually leads to all kinds of other
"innovations" that could make the DM consider more rewarding games , like solitaire. For
instance, let’s say the party discussed in issue #225 took some of the proceeds from their 10’
golden statue and invested in two or three 10’ granite statues. Then, they cast frisky chest on a
statue (which weighs in the neighborhood of 3,000 Ibs.), and the party’s lead fighter herds it
along. Now the party has a statue leading the way wherever it goes. (They also cast a
continual light spell on the statue’s upraised hand so that it doubles as a torch bearer.) With
the statue in the lead, the party no longer has to fear traps, because the statue will trip them as
it walks 3-10’ ahead of the group. If the statue falls into a pit, no matter. Someone just hops in
after it and the statue flies right out again (assuming the DM isn’t going to do anything to
stifle player innovation, like require an item save when the statue falls into the pit or put
something in the pit that the PCs don’t want to jump into). While the party chases its frisky
statue through the dungeon, anything foolish enough to stand in the party’s way finds a ton
and half of crushing stone plowing through as the party charges right in. The party might run
their ton-and-a-half juggernaut into any door they find, smashing it to flinders. Of course, the
spell description says the statue avoids getting with 10’ of anyone but the caster, so it couldn’t
be used to crush opponents, and the frisky item moves only through open space, so it won’t
smash through barriers. On the other hand, a group that can talk the DM into letting them get
away with using frisky chest as a permanent animate object probably needn’t worry about
little things like what the rules say. If the party took along an extra frisky chest spell, they’d
have no need for spells like Tenser’s floating disk; they need only take any old dungeon door
off its hinges and apply frisky chest. The door will galumph along carrying anything the PCs
strap or nail onto it. Even if the party only used frisky chest to turn a statue into a trap
springer, they still would be getting more mileage out of this 2nd-level spell that they could
get out of the 6th-level priest spell animate object (which has a shorter duration and produces
considerable slower movement rates for large objects) or the 5th-level wizard spell avoidance
(which affects only objects with volumes of 27 cubic feet or less). That alone should set alarm
bells ringing in any sensible DM’s head.
Q. Magic and technology are different, you said in issue #228. However, any sufficiently
advanced technology is indistinguishable from magic. What do you say to that?
Well, not exactly dozens of times, but often enough (three times in the past month). Here’s an
unofficial method for building psionicists with character points, largely based on some
excellent suggestions from reader Emery Wilson: A psionicist receives 35 character points to
spend on class abilities. Abilities cost 5-15 points. Any unspent points can be saved to buy
proficiencies or saved for use in the game. All psionicists use the saving throw and MTHAC0
tables on page 149 of the Skills & Powers book. Psionicists use the THAC0 table on page 149
of the Skills & Powers book unless they purchase better combat abilities during character
creation. All psionicists use the experience level table on page 154 of the Skills & Powers
book. Psionicists use the Psionic Progression table on page 154 Skills & Powers book unless
they purchase better psychic abilities during character creation. Psionicist roll six-sided dice
to determine hit points unless they purchase larger hit dice. Unless stated otherwise, a
character can take each ability only once and only when the character is first created.
Armor Use (5/10): The psionicist can employ small shields and padded, leather, studded
leather, or hide armor. As a 10-point ability the psionicist can use small or medium shields,
any of the armor types listed above, plus brigandine, chain mail, ring mail, scale mail, or
metal lamellar armor. If the psionicist does not take this ability, he can wear no armor and
cannot employ shields.
Attack Mode of Choice (10): The psionicist develops extra skill in using one particular
psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode.
This ability is useless without the contact ability.
Combat Bonus (10): The psionicist uses the priest THAC0 chart.
Contact (5/10): The psionicist receives the contact proficiency and gains attack modes as
shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the
psionicist receives extra attack modes as though he were two levels higher than his actual
level. For example, a 1st-level psionicist would receives two attack modes. The character can
never have more than five attack modes. If the psionicist does not take this power, he can
purchase the contact proficiency any time he has five character points available.
Followers (5/10): The psionicist become a contemplative master at 9th level. A 1st-level
psionicist arrives each month to study with the master. Students serve without pay if they
receive at least 10 hours of training each week (they leave to seek new masters if they do not
receive sufficient training). The maximum number of students the master attracts is equal to
one half the master’s Charisma score, rounded down. If the master builds a sanctuary, he can
attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist
becomes a renowned teacher and can attract students at any level, subject to the limits noted
above. If the psionicist does not choose this ability, he never attracts followers, but can hire
servants and henchmen for pay just as any other character can.
Guarded Mind (5/10): The psionicist can block or resist attempts to usurp his will and gains a
+1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-
point ability, the psionicist gains a +2 bonus to all saving throws against spells from the
enchantment/charm school.
Hit Point Bonus (10): Psionicists with this ability roll eight-sided dice for hit points rather
than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level
and beyond.
MAC Bonus (10): The psionicist’s Mental Armor Class improves by -1. Note that no MAC
value can fall below -10.
Mental Defense (5/10): The psionicist can close his mind to psychic contact and gains defense
modes as shown on the Psionic progression table in the Skills & Powers book. As a 10-point
ability, the psionicist receives extra defense modes as though he was two levels higher than
his actual level. For example, a 1st-level psionicist receives two defense modes. The character
can never have more than five defense modes. If the psionicist does not take this power, he
has an open mind, just as if he were a non-psionic character. If the psionicist does not choose
this ability at the beginning of play, he can purchase the five-point version whenever he has
five character points to spend. The 10-point version is available only at the beginning of play.
Penetrating Mind (10): The psionicist can penetrate physical barriers with his mind more
readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian,
or two feet of rock to block the psionicist’s clairsentient and telepathic powers. Note that most
psionic powers require line of sight; this ability does not negate a blocked line of sight (see
Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow
the psionicist to ignore magical or psychic barriers that block psionic powers. PSP bonus: The
psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of
sixsided dice. The psionicist still gains only three extra PSPs plus his Wisdom bonus per level
at 10th level and beyond.
Psychic Adept (10): The psionicist receives extra powers according to the table below instead
of the Psionic Progression table in the Skills & Powers book. The two disciplines the
psionicist chooses at first level count as primary disciplines (see Skills & Powers, page 154).
Range Boost (5/10): The ranges of all powers within the psionicist’s primary discipline
increase by 25%. If the psionicist is a psychic adept, he has two primary disciplines. At base
cost (5), the ranges of only one discipline’s powers increase. For a cost of 10 character points,
the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch
remain unaffected by this ability.
Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high Constitution
score as if he were a warrior.
Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon.
This ability is useless unless the character also chooses the weapon use ability (below), even
if the psionicist specializes in a martial art or nonlethal combat. The character-point cost for
gaining proficiency and specialization in the weapon must be met when the character chooses
weapon proficiencies.
Weapon Use (5/10): The psionicist can employ the following small weapons: hand crossbow,
dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist
can use any of the weapons above, plus the following slightly larger weapons: short bow,
club, light crossbow, hand/throwing axe, javelin, quarterstaff, sling, spear, and war club. If the
psionicist does not take this ability, he can employ no weapons at all, relying instead on his
mental powers in combat.
Psionics and subabilities: If the rules for subabilities are in play, then Constitution/Fitness,
Intelligence/Reason, and Wisdom/Intuition determine a psionicist’s PSP total. Wild talent
checks use the same set of scores. Wisdom/Willpower determines a character’s base MAC,
and Intelligence/ Reason determines a character’s MAC modifier.
Buying Wild Talents: A character can purchase a wild talent as a trait for 9 character points.
The character need not make a wild talent check, but must roll randomly to determine what
the wild talent is (see Skills & Powers, page 156). Note that a character could make a normal
wild talent check and use a character point to reroll if the check fails.
Q. Does a scarab of protection allow saving throws against spells such as dispel magic and
Mordenkainen’s disjunction? If a character has one of the rare scarabs of protection +2, how
do you calculate the saving throw bonus against effects that normally allow no saving throws?
For example, a character has a scarab of protection +2, a ring of protection +2, and a cloak of
protection +2. What is the character’s saving throw number against a magic missile spell?
A. A scarab of protection sometimes allows a saving throw against dispel magic and similar
spells, depending on how the spell is used. If a the dispel is cast directly on the scarab wearer
or his items, the wearer has a saving throw and the scarab’s bonus applies. (Technically, the
items gets the saving throw, but its exactly the same as the wearer’s, see the dispel magic spell
description). If a spell such as dispel magic, MordenkainenÂ’s disjunction, or continual
darkness is cast on the area containing the scarab wearer, the wearer gains no saving throw
because the spell is not directed at him. The scarab wearer might find it inconvenient , or even
fatal , to have spells affecting him dispelled or disjoined, but that’s just a consequence of the
spell being there. The situation is similar to what happens when a magic-resistant creature
finds itself in one of these spell’s areas of effect, there is no magic resistance roll because the
spell in question is not working directly against the creature. According to the scarab of
protection description, when the wearer is subjected to a spell attack that allows no saving
throw, such as magic missile, the wearer gains a saving throw of 20 plus any other magical
saving throw bonuses he might have; the character in your example would get a saving throw
of 16 against the magic missile spell no matter what kind of scarab he was wearing. I know of
some referees who rule that the base saving throw of 20 accounts for the scarab’s first plus
(and who give a base saving throw of 19 to characters wearing a scarab of protection +2).
This seems a reasonable house rule to me.
Q. My group has found a lich’s phylactery. The problem is we have not found the lich yet.
Will we destroy the lich if we destroy the phylactery? The rules say that if you destroy the
lich and the phylactery the lich is forever gone. What happen if we destroy the phylactery and
not the lich?
A. A lich uses its phylactery as a bolt hole for its spirit; if it’s body is destroyed, it survives by
fleeing to the phylactery, and from there it can inhabit a new body (Van RichtenÂ’s Guide to
the Lich explores the process in some detail). If someone destroys the phylactery without
destroying the lich first, the lich is deprived of its bolt hole, but remains otherwise unharmed
(though it probably gets pretty angry). Note that lich phylacteries usually aren’t just left lying
around, so what your party has might not be the real thing. It might also contain a lich’s spirit
that’s just biding its time until it can seize control of a player character.
A. I pointed out two things back in issue #228 that bear on your case. Alas, #228 was the
April issue, too late to save you from the horrible fate of being $5.16 (Canadian) poorer: First,
"Sage Advice" does not send personal replies, even if you include return postage and a
properly addressed envelope. Of course, the good folks at DRAGON® Magazine require
you to enclose a coveted SASE (Self Addressed, Stamped Envelope) with any article
submission or other piece of correspondence that requires a reply from them, such as a request
for submission guidelines. But "Sage Advice" sends no replies and you’re wasting your
money if you send a SASE to the Sage. In the world of gaming this is what we would call an
exception to the general rule. In a rulebook, it might read something like this: The "Sage
Advice" column does not send personal replies. Readers should not send SASEs with
questions for the Sage. Now, there are a few little details that our theoretical rulebook writer
above left out. (Rulebook writers are always doing this; that’s why the Sage has a job.) So
here they are: When writing to the DRAGON Magazine staff, you have to send a SASE that is
big enough and has enough postage to do the job. You can’t send in a 30-page manuscript
along with a dinky little envelope and 32¢ (US) postage and expect to get your manuscript
mailed back to you when the staff finishes with it. Also, the Sage is not a member of the
DRAGON Magazine staff, which is one reason why he doesn’t send personal replies. It
doesn’t make a difference how much return postage you send or how hard you have to strive
to drop your question into a mailbox. I’d love to maintain personal correspondence with all
my readers, but I’m just one guy with only 10 fingers, and it’s just not possible for me to
answer everybody’s questions individually. This whole exception-to-the-rule business
confuses people, and each month I get a couple of SASEs. I turn those over to the DRAGON
Magazine staff, who stuff the envelopes with writer’s guidelines and mail them back. I’ll take
your word for it that your January letter had a postal reply coupon in it, and I’ll pass your
current letter on to the DRAGON Magazine folks so that you can get your writer’s guidelines,
too. I should point out that writing the Sage is a bad way to get writer’s guidelines, as your
reply will be delayed at least a month, maybe more. On to the second useful (but belated)
thing from issue #228: Check your back issues for the answer to your question before sending
it in. As it happens, I answered your question about ghul lords back in issue #218. See if any
of your gaming pals has the issue (in my experience, every group has at least one pack rat
who saves copies of anything gaming related). Failing that, check out your local library or
game store. If you’ve got a computer and a modem, you can get the text from issue #218 (and
lots of other back issues) from the TSR, Inc. area on America Online (keyword TSR).
Q. If a thief sneaks up on a sleeping character and attacks him, does he get extra damage from
a backstab? Attacking a sleeping opponent has the same attack modifiers as a backstab
according to the new rules in the PLAYER’S OPTION™: Combat & Tactics and Skills &
Powers books.
A. A backstab requires that the thief be behind his target and that the target be unaware of the
thief or unaware of the thief’s intention to attack. Sleeping characters generally aren’t very
aware. Many creatures can’t be backstabbed at all; however, see the next question.
Q. My DM insists that thieves gain extra damage from backstabbing only because they know
how to strike at a creature’s vital organs. He allows characters to get damage bonuses from
backstabbing only if the target creature actually has a spine. He says backstabbing doesn’t
work against undead at all. Is this right? It seems to me that the damage bonuses ought to
apply to anything that has an actual front and back.
A. Overall, your DM is being more generous than he has to be. If you read the description of
the backstab ability in Chapter 3 of the Player’s Handbook, you’ll learn that part of the skill
involves knowing where to strike. The PHB goes on to say that a backstab target must be a
humanoid with a definable back and that the backstabbing thief must be able to reach a
significant target area. So, your DM has expanded the list of possible backstab targets by
opening it up to anything with a spine. In either case, your thief character couldn’t backstab a
roper or beholder. Incorporeal undead should remain immune to backstabs, judging from the
text in the PHB (no significant target areas). One could make a similar argument for other
undead as well; zombies just don’t care if somebody sticks a knife into their kidneys. On the
other hand, most undead are humanoid, which is the basic requirement for backstabbing. A
skeleton or a ghoul probably is going to find a severed spine inconvenient. In campaigns
where the DM strictly limits backstabbing to humanoids, corporeal undead should be
susceptible (if they’re humanoid). If the DM has loosened up the general restriction (as yours
has), there’s justification for limiting backstab.
Q. When a flying creature makes a "swoop attack" against a fighter who is using the guard
option from the Combat & Tactics book, and the swooping creature moves away at full speed,
how many attacks does the fighter have? If the fighter is normally entitled to multiple attacks
(due to level or specialization or both), does he gain any extra attacks?
A. It all depends on the exact sequence of events and how the fighter is facing relative to the
swoop attack. If the swooping creature makes a flank or rear attack, the fighter has no attack
at all, because he doesn’t threaten the swooping creature. If the swooping creature makes a
frontal attack, the fighter has his first attack phase as soon as the creature comes within reach
(this is not an attack of opportunity). If the swooping creature makes its attack, then flies
away in the same round, the warrior gains an attack of opportunity when it leaves. Remember
that an attack of opportunity allows one phase’s worth of attacks. If the fighter has one
weapon, he has one attack. If the fighter has a weapon in each hand, he has two attacks. Each
separate attack, however, counts against the maximum number of attacks of opportunity the
fighter can make in a single round. If the swooping creature attacks the warrior and ends its
movement, then uses the withdraw option on the next round, the fighter might not get any
more attacks against it, because withdrawing from a threatened area doesn’t provoke an attack
of opportunity.
Q. Does a characters movement rate have any effect on his base initiative phase in the
optional combat system from the Combat & Tactics book? For example, a mountain dwarf is
size M, giving him a base phase of fast. Does the dwarf slow down to average because his
Movement Rate is only 6?
A. A characters base movement rate (see Combat & Tactics, page 13) does affect his base
initiative phase, as explained on page 18. Note that base movement can be improved by high
ability scores (see pages 14 and 15), which can allow dwarves, gnomes, and halflings to avoid
the penalty to base initiative because of a movement rate of 6. Note also that you calculate the
base initiative adjustment for movement rate before calculating a character’s final movement
score, which includes encumbrance. Otherwise, you could penalize an encumbered characters
base initiative twice, once for his reduced movement rate and once for his encumbrance
category. Note that the rules on page 18 are intended primarily for monsters, not player
characters. Most PCs are supposed to have base initiative phases of fast. You should treat all
dwarves as man-sized creatures with base initiative phases of fast despite their actual heights
and their racial movement rates of 6. That is, do not treat some dwarves as small creatures
(with the attendant limitations on weapon use) just because they happen to be under 4’ tall,
and don’t sock any dwarf with a base initiative of average just because his legs are short.
Q. When casting cause Iight wounds, or similar touch-delivered spells, does the target get the
full benefit of armor, or does it not apply? The logic behind it not applying would be that the
touch does not have to contact flesh, that it can simply touch the armor and be effective. I
have ruled that the armor does apply, except in the case of shocking grasp, which can be
transmitted through a conductive object such as metal armor.
A. Any touch-delivered spell requires a successful attack roll against the target's normal armor
class, including adjustments for armor worn. There’s no law of physics that applies here, its
just the way touch-delivered spells work. Allowing shocking grasp to ignore metallic armor
sounds fine to me, but any adjustments for the target's shield, Dexterity, and defensive magic
(including metal armor's enchantment) should still apply.
Q. When you dual class a character, do you pick new weapon proficiencies and nonweapon
proficiencies as you would when starting a new character? Bonus proficiencies from a high
Intelligence score would not apply, right? Can the character immediately use the nonweapon
proficiencies from the general grouping learned under his previous class? Or does he have to
wait until the new class’s level exceeds the old? What about weapon or nonweapon
proficiencies that belong to a grouping allowed to the new character class? If the character
learns the same nonweapon proficiency twice, once for the old class and once for the new,
what happens when the new class level exceeds the old? Does the character have the old
proficiency score plus a bonus for learning it again?
A. I’m inclined to favor the simplest possible answer to your questions. A dualclassed
character gains no new weapon or nonweapon proficiencies upon choosing a new class. This
differs slightly from an answer I gave to a similar question a few years ago, but your question
has caused me to reconsider. Nonweapon proficiencies really aren’t a function of a character's
class. The character has full access to all the nonweapon proficiencies he knows (no matter
what groups they’re from) but doesn’t receive any new nonweapon proficiencies until after
his level in his new class exceeds his level in the old class. I’m assuming nonweapon
proficiencies are something like hit points; the character acquires them by virtue of his class
and level, but they aren’t really class abilities. Instead, they become part of the character, and
the character takes them right along when assuming a new class. Weapon proficiencies, on the
other hand, are a class function. The character cannot use weapons not normally allowed to
his class without forfeiting all experience he would otherwise gain on an adventure. If the
character is proficient in a weapon allowed to the new class, he can use it without penalty. If
the character is not proficient in any weapons allowed to his new class, he has to struggle
along as best he can until his new level exceeds his old one and he can learn to use another
weapon. Characters who do a little advance planning will be much better off than characters
who leap unprepared into a new profession. This answer does not quite conform to the letter
of the dual-class rules in Chapter 3 of the PHB, but it sticks to the spirit pretty well and saves
both players and DMs a lot of headaches.
Q. Under the description of the 2ndlevel priest spell nap, from the Tome of Magic, it states
that wizards can memorize a new set of spells after benefiting from the nap. But what about
priests? Even though it is a priest spell, they are not specifically mentioned as being able to
memorize new spells after benefiting from the nap. My current ruling has been that priests
receive spells from their deities only once per day (provided they get enough rest before
memorizing them), much like many of the other granted spell-like powers. It is not just a
question of rest and memorization it is a question of how often the power will grant the
request for spells. If it is allowed for priests, then we will likely find a lot of annoyed deities
who are getting called upon three or more times a day to grant each one of their priests spells
all over again. One of the criteria for priests is Wisdom; this includes enough common sense
on how best to use their spells, and not to waste them. Therefore I believe that other than the
rest and healing effects of the spell, nap, it has no other effect on priests and their
memorization of spells. Is this correct?
A. You’ve offered a darn good logical argument for not allowing priests to learn fresh spells
as a result of a nap spell. On the other hand, nobody is going to use this spell three or more
times a day, because characters can nap only once every 18 hours (see spell description). I’m
inclined to follow your logic this far: wizards and bards (who cast wizard spells) can
memorize spells immediately after a nap. Rangers, paladins, and priests (including clerics and
druids) cannot unless the DM decides the deity who grants the spells has some compelling
reason to bestow spells on the characters in question at the time in question. No deity is going
to withhold spells from a character who is ready to receive them if the character has been
faithful to his alignment and to his deity and who faces a situation in which outcome could
affect the deity’s interests. Of course, the DM is under no obligation to tell the players
whether more spells will be granted when the characters awaken from their naps; the players
will have to weigh the risks carefully. In any case, granting extra priest spells after a nap
should be fairly rare; as you point out, no deity looks favorably on a character who’s
constantly requesting spells just to waste them or use them for self glorification. As you point
out, this whole discussion begs another question: Just how often can a priest or any other spell
caster memorize new spells. The answer is literally as often as the DM is prepared to let them.
As long as the character gets a good night's sleep (about eight hours), he can expect to start
memorizing new spells whenever he wakes up. It’s pretty difficult for anyone to sleep for a
full eight hours unless he’s been awake and active for the preceding 10 to 14 hours, but
exceptions do occur. Priests, as you point out, can be an exception. If the priest has done
something to offend his deity, no spells are forthcoming no matter how well rested the priest
is.
A. There’s nothing in the spell description that says the contingency caster has to use a wizard
spell, but the effect to be triggered via the contingency must be a spell. Effects from magical
items, psionic abilities, priest granted abilities, or innate powers cannot be included in a
contingency. Note that all the normal limitations still apply to priest spells; that is, the spell
must be cast in conjunction with the contingency spell (as part of the contingency’s one-turn
casting time), it must affect only the contingency caster’s person, and it must fall within the
level limit (half the caster's level, rounded down and no higher than 6th level in any case).
Q. Is there an initial saving throw against charm -type spells? Or is the target automatically
charmed? One player "threw a cow" when I told him that the charm spell his character had
cast didn’t work.
A. Check the spell’s description. I expect you’ll find that any charm -type spell has a saving
throw of "neg," which means that the recipient is entitled to a saving throw when the spell is
cast, and the spell has no effect at all if the saving throw succeeds. In any case, there are two
things you don’t have to do when adjudicating charm spells. First, you don’t have to say
whether the spell worked; you can let the player figure that out on his own. If the target is
familiar with spell casters, it might surmise that it has been subjected to a charm spell attempt
and only pretend to be charmed. Second, you don’t have to put up with bovine ballistics.
Players who can’t handle the occasional failure shouldn’t be playing the game.
Q. What would happen to the cloud generated by the 2nd-level wizard spell stinking cloud if a
3rd-level fireball spell were cast in the same area? Would the fiery blast bum up the cloud?
Would the area be choked with smoke from the fireball and noxious gases from the stinking
cloud?
A. The gas from a stinking cloud spell is not flammable, and it takes a pretty stiff breeze to
blow it away. A firebaIl doesn’t generate nearly enough pressure to disperse a stinking cloud.
A fireball doesn’t generate any smoke by itself, but flammable materials might smoke quite a
bit if a fireball sets them alight. Usually, however, the leftover smoke from a fireball wouldn’t
be noticeable within a stinking cloud.
Q. Table 30 on page 95 of the Spells & Magic book appears to be in error. Although ritual
prayer can accumulate only 0, 1, or 2 spell points a round (first paragraph on page 95), the
initiative modifiers in Table 30 go up to 29 spell points in the final round of prayer. However,
the text on page 95 (bottom of the first column) says only the points accumulated in the final
round count against initiative. Which is right, the table or the text?
A. They both are. First, priests are not always limited to 2 or fewer spell points a round when
using ritual prayer. It’s possible to accumulate 9 or even 10 spell points a round using the
bonuses from Table 31, Modifiers to Ritual Casting Times, also on page 95. Table 30 goes up
to 29 spell points to cover situations in which the DM decides the caster’s deity really wants
the priest to cast the spell. For example, Spells & Magic author Rich Baker suggests that if
multiple priests collaborate in ritual prayer, the spell caster gains one extra spell point each
round for each assistant. That is, a caster backed by 30 other priests could gain 32 spell points
a round under normal conditions. Every priest in such a group must be of the same faith. The
DM might also grant additional spell points each round for offerings larger than 2,000 gp. For
example a priest might gain +5 SP/round for an offering worth 5,000, gp +6 SP/round for an
offering worth 10,000 gp, +7 SP/round for an offering of 20,000 gp and so on. Likewise, a
priest might get 1, 2, or 3 extra spells points each round if the spell being cast furthers the
deity’s ethos or is cast to thwart the interests of an opposing deity. For example, if servants of
the deity’s greatest enemy are about to break into the inner sanctum of the temple, the caster
would gain +3 SP/round in addition to modifiers for location, faith, and offerings.
Q. The arrow of bone spell from the Spells & Magic book has a duration listing of "special."
The spell description says nothing abut how long the spell actually lasts. Is the missile
enchanted for a certain amount of time per level of the caster? Until it’s fired? Or what? Also,
do undead or non-living targets get a saving throw against the extra damage the arrow inflicts
on them?
A. The spell’s basic duration is one day or until somebody fires the missile; if the character
firing the missile misses the target, the spell still ends. Non-living targets gain no saving
throw; they just suffer the extra damage.
Q. What is the effect on a necromancer who has both a heart of stone spell (an 8th level
necromancy spell from Spells & Magic) and has a persistent spell effect optional ability
operating on a trollish fortitude spell (a 7th level necromancy spell from Spells & Magic)? I
figure that either the trollish fortitude will function minimally, regenerating one hit point per
round, or that the trollish fortitude will attempt to regrow the caster a flesh heart and negate
the heart of stone spell. What’s your call on this one? All in all this is a pretty gross combo.
(Almost as bad as the combination of OttO’s irresistible dance mixed in with a nearby blade
barrier.)
A. A heart of stone spell completely negates any form of regeneration , permanent, persistent,
or otherwise. Nor can the spell recipient benefit from the accelerated healing effects provided
by periapts of wound closure, potions of vitality, or any benefit from other effects that repair
damage over time. Note that the spell recipient also does not suffer extra damage from
bleeding wounds, such as those inflicted by a sword of wounding.
Q. How does the mind flayers mind blast power work in campaigns that don’t use psionics?
Can a character use his saving throw bonus for high Wisdom or Dexterity (or both) to defend
against the mind blast? Are there any magical defenses that affect the non-psionic mind blast?
For example, can an antimagic shell, a wall of force, or globe of invulnerability stop a mind
blast?
A. A mind flayer’s mind blast is a mental attack, and as such the targets Wisdom adjustment
applies to the saving throw; Dexterity adjustments do not apply. An antimagic shell
completely blocks the mind blast, as does a wall of force. If the wall of force is shaped into a
plane, however, the blast circumvents the wall unless the wall is large enough to block the
entire width of the mind blasts cone at the point where the two effects intersect. If even a
fraction of the cone gets around the wall, the whole effect wins through. A globe of
invulnerability has no effect on the mind blast.
Q. I’m wondering how to change certain psionic powers from the system used in the
Complete Psionics Handbook to the MAC/MTHAC0 system used in the PLAYER’s OPTION
rules. All the powers have special effects when certain numbers come up during the power
check. The powers are Spirit Lore, Clairsentient Science: Bone Reading, Clairsentient
Devotion, from The Will and the Way; and Retrospection (originally a Metapsionic
discipline, now a Clairsentient Devotion) from the CPH. If nothing else, some kind of formula
for converting would be rather helpful. Most of the ones that had things happen on specific
rolls were changed with the Skills & Powers book and new release of the DARK SUN®
boxed set, but these seem to have slipped through.
A. Okay, here’s a formula: Subtract the power score modifier from 11 to get a power’s MAC.
(If you apply this method to powers already converted to the Skills & Powers system, you
won’t get the same result. That’s deliberate.) For powers with special results based on the
power check result, just invert the table included in the power description. That is, assume
effects that happen on a roll of 1 now happen on a roll of 20 and work backward from there.
The formula gives the following results when applied to the powers in your question:
Retrospection: MAC 7
20 Extremely vague and fragmentary.
19 Vague or incomplete.
16-18 Complete but not specific.
15 or less Reasonably complete and specific.
Q. Do the monstrous traits from the Complete Book of Humanoids allow a character to
exceed racial ability score maximums? If so, than can a character with the correct traits have,
say, a Strength score of 26?
A. Apply ability score modifiers from traits after applying racial ability score modifiers and
checking the adjusted scores against racial ability score limits. (The racial requirements tables
in the Complete Book of Humanoids apply after racial adjustments, not before as they do in
the Player’s Handbook.) Once the character qualifies for its race, ability score modifiers from
traits can take it beyond racial limits. However, no humanoid character can have a score
higher than 24 or lower than 1. Note also that some traits establish minimum and maximum
scores of their own. If a character exceeds or falls short of a trait’s minimum or maximum,
adjust the ability score in question to match the new limit. For example, a player rolls up a
lizard man character with the following scores: Strength 17, Dexterity 4, Constitution 13,
Wisdom 10, and Charisma 14. There are no racial modifiers to apply. However, the
character’s ability scores fall within racial limits anyway. Now, the player must apply trait
modifiers. As a lizard man, the character automatically has the monstrous appearance, bestial
fear, and bestial habits traits. The DM also assigns the character the monstrous Strength 2 and
monstrous Dexterity 1 traits. The combined traits give the character a -5 reaction adjustment
(the character started out with a +2 for its Charisma of 14, but suffers a -7 from its traits). The
character’s Dexterity score rises to 6, which is the minimum for a character with the
monstrous Dexterity trait. The character’s Strength score rises to 19 by virtue of the +2 bonus
from the monstrous Strength trait.
Q. Can you combine a martial art or punching specialization with the closequarter fighting,
natural fighting, or wild fighting proficiencies from the Complete Book of Humanoids?
A. The close-quarter fighting proficiency works with martial arts or punching specialization.
The natural fighting and wild fighting proficiencies, however, don’t work with martial arts or
punching specialization.
A. I recommend that nothing happenwhen Sam puts the ring of free action of Joe’s finger.
The ring prevents hold spells from affecting the wearer after the wearer dons it, but it doesn’t
necessarily help him with effects that already were in place when the ring goes on his
finger.Generally speaking a spell that does not require concentration from the caster(such as
hold person) runs merrily along until dispelled or until its duration runs out, no matter what
the caster does or what happens to the caster.
Q. Does the hat of difference allow races to assume classes that they wouldn’t be able to
normally? For example can a dwarf don a hat of difference and become a paladin? Are there
any negative effects of using a hat of difference to assume the form of a priest and following
different deities each time?
A. A hat of difference allows the wearer to follow any new character class, but the assumed
class must be different from the character’s current class. Once a character dons a particular
hat of difference, he cannot change the class the hat allows him to assume thereafter (though
he could follow another class if he acquired another hat of difference). While following the
assumed class, the character must abide by the alignment and ethos restrictions imposed by
that class. If he violates those restrictions, he suffers the consequences. If the character
violates his own alignment while maintaining an alignment required by the assumed class, he
also suffers the consequences.For example, a paladin donning a hat of difference and
assuming the druid profession could find himself facing a big atonement or even the loss of
his paladinhood as he strives to follow the druidical ethos.
Q. Can oil of impact be used on slashing and piercing weapons? Does the oil have a lesser
effect on these weapons?
A. Sure, you can pour oil of impact on an edged or pointed weapon, but it doesn’t do much
good. The oil creates a magical effect only when poured on a blunt (type B) weapon.
Q. How can someone tell if a material component is used up in a spell? Sometimes the spell
description says whether the material components are consumed and sometimes it doesn’t.
A. Priests’ holy symbols usually are not consumed when used to cast priest spells. Likewise,
most priest spells that require holy water require only a small sprinkle, say a tenth of a vial,
per spell. Beyond that, assume that any spell’s material component is consumed in the casting
unless the spell description specifically says that it is not. Some spell descriptions go out of
their way to note that the material component is consumed, but that’s just a reminder.
Q. I have a question concerning detecting scrying. The subject matter I read was the crystal
ball description in the DUNGEON MASTER® Guide. It seems as if there are two different
checks for detection. The first check is a percentage based on class, with a cumulative
addition for Intelligence above 12. This I understand. Another sentence says there is a check
based the target’s level, (e.g., a 9th-level victim would have a 45% chance). Is this second
check valid? Should there only be one check using the higher or lower percentage? I’m
confused on the matter, and it makes a difference on a campaign we’re currently playing.
A. A character has only one chance to detect scrying each round. The value for the subjects
level or hit dice is added to the base chance, which is determined by class (treat most
monsters as fighters) and Intelligence. A 9th-level wizard with an Intelligence score of 18, for
example, would have a 74% chance each round (8 + 21 + 45) of noticing the scrying. Note
that creatures with Intelligence scores lower than 13 have no chance of detecting the scrying
without some kind of magical aid no matter what their hit dice or level.
Q. Could you please clear up the confusion about attacks per round when it comes to unarmed
combat. In particular I’m asking about the system used in PLAYER’s OPTION™: Combat &
Tactics book? For example, if I have a 7th-level fighter with mastery in pummeling, how
many attacks does he have each round? Is this figure per hand or a total of the two? A table
containing figures for attacks per round for unarmed combat (including martial arts) would be
nice. While we’re on the subject, what bonuses do master and grand master pummelers (and
martial artists) gain? What is the base phase for a pummeling or martial arts attack?
A. I’ve been resisting answering the first part of your question because it would take a lot of
space to explain some pretty simple things. Hang on, we’ll get there in a moment. The base
initiative phase for a pummeling or martial arts attack is the same as the attacker’s base
initiative phase. Some people think this means daggers and other fast weapons are actually
quicker than pummeling or martial arts attacks. Not so, because anyone armed with a weapon
uses his base initiative phase or the weapon’s base initiative phase, whichever is worse. Now,
on to the rest of your question: Nonproficient pummelers and martial artists can make no
pummeling attacks or martial arts attacks at all. Characters familiar with pummeling can make
one pummeling attack each round using one hand. There is no such thing as familiarity with
martial arts , one is proficient at a martial art or one is not. Characters proficient in pummeling
or martial arts attack once a round if they’re not warriors or at the standard warrior rate if they
are, like so:
Characters who have become pummeling or martial arts experts make pummeling or martial
arts attacks at the standard (non-specialized) warrior rate. In table form, the attack rates would
look like this:
Pummeling and martial arts attack rates (specialized, master, and high master characters)
Character Level Attacks/round
Fighter 1-6 3/2
7-12 2/1
13+ 5/2
Characters must be single-classed fighters to achieve martial arts mastery, rules in the Skills
& Powers book. As noted earlier, characters who become masters and high masters at
pummeling or martial arts have the same number of attacks as a specialist does. A character
who achieves grand mastery at pummeling or martial arts receives an extra attack per round,
as follows:
All the foregoing assumes attacks with only one hand. Any character making pummeling or
martial arts attacks (remember that a nonproficient character can’t pummel or use martial arts
at all) can gain an extra attack each round by attacking with both hands, but the two-weapon
penalty applies (Though martial arts styles A and B negate the penalty in some cases, see
C&T, page 95). Pummeling and martial arts masters gain all the bonuses listed for weapon
master using a melee weapon in Chapter Four of the Combat & Tactics book. That is, an
attack bonus of +3 and a damage bonus of +3. High masters (who must be at least 6th level)
gain the benefits of mastery and improve their base initiative by one category. For example, a
human high master making a pummeling or martial arts attack has a base initiative of very
fast. (Note that no action in the C&T system can be faster than very fast.) Grand Masters have
the benefits of mastery and high mastery, the extra attacks noted on the table above, and use a
bigger die to determine damage. A pummeling grand master inflicts 1d3 hp damage with his
bare fists and 1d4 hp damage with mailed fists. A grand master martial artist inflicts 1d4 hp
damage with his bare hands or 1d8 hp damage with his feet. Further, grand masters can inflict
critical hits on rolls of 16 or higher (rather than the standard 18 or higher, see C&T, page
101). Grand master pummelers and martial artists also add their +3 attack bonuses to their
opposed Strength rolls when checking for knockdowns (see C&T, page 84).
Q. Since a wish is a magical spell, can it be used or operate properly in an antimagic shell, a
beholders antimagic ray, or in a dead magic region?
A. A wish cannot be activated in any area where magic or 9th-level spells or the type of
magical item containing the wish do not work. However, a wish directed at such an area can
affect that area, provided magic works at the user’s location. For example, a wish could
destroy an antimagic shell or cause a beholder’s antimagic ray to cease functioning for a time
(I’d suggest 3d10 rounds) if the user was standing outside the ray or shell. A wish also could
be used to rescue a character from within a dead magic area or even allow magic to function
in a dead magic region for a short time (say 5d4 rounds). A wish, however, cannot create a
magical effect inside an area where magic doesn’t function. While a wish could summon a
whole party out of a beholder’s antimagic ray, it could not restore that party to full hit points.
Q. I have found that a lot of the information in DRAGON Magazine is useful. However, I
found some of the information in your "Sage Advice" columns to be amiss. I feel that if you
are going to answer questions that you should at least spend a little bit of time looking for the
correct answer. For example there was a question about elven gestation. The answer was that
there was no written information on that subject and that it was something for the
philosophers. Well, the local idiot said, "I’ve seen something on elven gestation in the elves
handbook." Naturally we didn’t believe him. Much to our surprise, though, when we picked
up the book there it was. Under the "Life Cycle of Elves." Go figure. I wouldn’t have thought
to look for something about elves in the elves handbook either. I also enjoy reading your
articles in "Sage Advice" where you bash people for asking stupid questions. Now, instead of
wasting space for questions about barbarians blowing up powder kegs in treasure rooms with
an elven ship, I suggest that you start putting in articles that have relevance to the actual
AD&D role-playing game. I would hope to see better information in the future, or I have no
reason to subscribe. If the information isn’t correct, it doesn’t do the subscribers any good.
A. Actually, what I said (back in issue#228) was that there is no hard-and-fast rule in the
AD&D game for the gestation periods of PC races. And there isn’t. I did make mention of
philosophers in my answer, but that was regarding whether a lie had been told and had
nothing to do with elven gestation. Several readers have pointed out that the Complete Book
of Elves makes a reference to two-year pregnancies for elves. (It’s on page 50, in the Rituals
section of Chapter Five: Elven Society; my copy doesn’t seem to have a section entitled "Life
Cycle.") In any case, I don’t regard that as a hard-and-fast rule. The entire book is optional,
and as I explained in issue #228, any gestation period much longer than nine months is too
long given an elf’s body mass. In any case, this is not the kind of "rule" a DM should feel
obligated to follow when a player unexpectedly pulls it out of his hat in an attempt to get the
DM to change his mind about a decision he has made, which was the situation the reader who
submitted the question described. I was remiss, however, in not specifically pointing out that
my suggestion contradicted an in-print rulebook (even though it is an optional one). I stand
chastened, but not much. On to the matter of the powder keg. Take another look at the cover
of issue#228, where this question appeared along with the question on elven gestation. You’ll
note that it was the April issue. In April, I try to collect the years silliest questions; the reader
who posed the elven gestation question asked it in humorous fashion, either by design or by
accident. The powder keg question was pretty funny, too. I didn’t bash the reader for asking
the question. I felt it necessary, however, to rail against campaigns where dragon slaying and
the recovery of emeralds the size of thrones supposedly are "everyday" occurrences and that
feature powerful items the DM doesn’t know how to use in play. The perils of out-of-control
campaigns are always relevant to this column, which provides advice to DMs and players who
have gotten themselves into trouble they can’t readily get out of on their own.
Dragon #235 wrote:
Q. How tall does someone have to be to wield a longbow? In the original Players Handbook
on page 19 (Character Classes table II) it reads: "Characters under 5’ height cannot employ
the longbow . . . . " In the old second edition Players Handbook on page 73 (weapon size) it
talks about weapon size but is vague on the use of longbows. The reason I ask is because my
dwarf PC, who is 4’ 9" tall wants to use one, and my elf PC who is 4’ 8" tall was using one
before I took notice of the note in the original Players Handbook.
A. According to the current rules (see the Weapons section in Chapter 6 of the PHB) a
character can wield any weapon of his size or smaller in one hand. Using two hands, a
character can wield a weapon one size larger than himself. No character can use a weapon two
or more sizes larger than himself. Since both characters in your example are members of man-
sized races, they both can employ long bows using two hands; in this case, one hand on the
bow’s shaft and one hand on the string (that hand also holds the arrow) counts as two-handed
use. Small and tiny creatures, such as gnomes and pixies, cannot use long bows.
Q. What happens when a psionicist attacks a non-psionicist with psionic blast, id insinuation,
or other psionic attack mode from the Complete Psionics Handbook without using the contact
devotion first? Can the psionicist gain tangents on an opponent by using multiple psionic
attacks to establish contact? Or would he have to use contact first and then use his attacks on
the non-psionicist?
A. Attack modes used against a closed mind can establish contact, but only if the target has
some psychic ability. See page 25 in the Complete Psionics Handbook and the description of
each attack mode for details. Attack modes have no effect on a non-psionicist’s mind, which
must be opened though a successful use of the contact devotion first. If two psionicists want
to exchange telepathic messages, they, too, can use contact to establish a mental link with
psychic combat. Note that in the new psionics system (presented in the revised DARK
SUN® setting and again in the PLAYER’s OPTION™ Skills & Powers book) contact is not
a psychic power, but a proficiency that allows the user to learn attack modes.
Q, If a character wanted to make a telepathic powers effects permanent via psychic surgery
from the PLAYER’S OPTION: Skills & Powers book would the psionicist have to pay the
cost for the surgery and the power to be made permanent every round the surgery lasts? Or is
the cost paid only once even though the procedure takes ten rounds? Also, if the subject of the
surgery is a willing one, does the psionicist still have to pay the higher PSP cost due to the
subjects level? I would think that it would be easier to perform on a willing subject rather than
against someone’s will.
A. The PSP cost for the power to be made permanent need be paid only once, at the end of the
surgery. The PSP cost for the surgery itself must be paid each round the surgery lasts. The
cost per round remains the same no matter how the recipient feels about it; the increased PSP
cost for recipient with more than 6 levels or hit dice replaces the base cost for the surgery. If
the recipient is unwilling, the surgeon must first open the recipients mind through psychic
combat. Note also that the surgeon must touch the recipient throughout the surgery. Unwilling
recipients usually must be restrained in some fashion; the surgeon must begin the process all
over again if the recipient breaks free before the surgery is complete.
Q. How does the signature spell concept from the PLAYER’s OPTION: Spells & Magic book
work for sha’irs from the AL-QUADIM® setting? Can they even use it at all? Are they
treated as specialists or mages for the purposes of cost in slots or spell points? Normal
wizards gain the benefit of one memorization of the signature spell at no cost in spell slots,
but that benefit is useless to sha’irs. Would it be reasonable to allow sha’irs the benefit of
speeding up their gens’ search for the signature spell, say down to the minimum for that spell?
A. A sha’ir can designate a signature spell. The sha’ir follows the procedure described on
page 57 of Spells & Magic and must fulfill all the requirements in time, money, and
proficiency slots (or character points). The cost is the same as for a mage, and the sha’ir’s gen
must participate in the process. The signature spell must be one that a native Zakharan wizard
of the sha’ir’s level can cast. A sha’ir cannot choose a priest spell as a signature spell nor can
he choose any spell unknown in the Land of Fate or whose level would be beyond his ability
to cast if he were a normal wizard. Once the sha’ir and his gen learn the signature spell, the
gen can automatically find the spell for the sha’ir once a day without any dice rolls. This
once-a-day search always takes the minimum time and always succeeds, no matter what the
gen’s chance to locate the spell normally would be. The sha’ir can request that the gen make a
regular search for the signature spell anytime, but all the rules on page 98 of the Arabian
Adventures book apply to such searches. Whenever the sha’ir receives the signature spell
(even if the gen locates the spell through normal means) the sha’ir enjoys all the benefits of a
signature spell (a two-level bonus to effective casting level or a -2 penalty to the target’s
saving throw). If the sha’ir ever loses his gen, he retains the casting benefits but his new gen
has no special ability to find the signature spell, though it can be trained to do so at the same
cost as establishing a new signature spell.
Q. Can a song mage make use of a vocalize spell to cast spells from the school of song
without any material or somatic components (just sheer mental effort)? Recall that song
mages normally require only verbal components when casting spells from the school of song.
The reason I ask is because I have nightmares about song mages with a persistent spell effect
ability (vocalize) running around rampantly casting spells without ever uttering a single song.
A. Rest easy. A song mage must always sing to cast spells. A vocalize spell can allow other
wizards to cast spells in silence, but a song mage’s singing is the sole medium for his magic ,
no singing, no spell casting.
Q. In the Player’s Handbook, under 1st level wizard spells, it says that cantrip is a part of all
schools of magic. It also says illusionists and other specialist wizards can memorize an extra
spell per level, provided that extra spell is from the specialist’s school of specialization. Does
cantrip count as one of the extra spells an illusionist or other specialist can memorize? Also, I
always thought that the cantrip spell worked as described in the Player’s Handbook. The new
CD-ROM suggests that one would have to learn it for each school of magic. Is that the case?
A. Any specialist can choose cantrip as his bonus 1st-level spell. A wizard need learn cantrip
only once.
Q. The article "A Flurry of Swords" in Issue #232 gave descriptions of many new weapons.
Each description had a category for proficient use and specialized use, where extra damage or
bonuses to speed factors were listed. Do these rules also apply to the established weapons
from sources such as the Player’s Handbook? While we’re on the subject of new weapons,
how does one decide which die to use as a weapon’s knockdown die (from the Combat &
Tactics book)? Is it related to weapon size or speed?
A. The bonuses the article gives for proficient and specialized use apply only to the weapons
listed in the article. If you decide to use these weapons with the standard rules for weapon
specialization or any of the optional rules for weapon of choice, weapon expertise, or weapon
mastery, the wielder gains all the benefits of the weapon and his level of skill. For example a
7th-level fighter specialized in kyber knife would gain a speed factor of 2, an attack bonus of
+1, a damage bonus of +2 (which rises to +4 against armored humanoids), and two attacks per
round. I recommend that you allow the benefits for proficient use only to wielders who
weapons from "A Flurry of Swords" actually spend a weapon proficiency slot or character
points to learn its use; characters who have familiarity with the weapon or who use it as part
of a weapon group shouldn’t get the bonus. Likewise, a wielder should get the bonuses for
specialized use only if the wielder actually specializes or achieves mastery with the weapon.
Designating one of these weapons as a weapon of choice or similar weapon, gaining expertise
with one of these weapons should not grant any bonuses for specialized use. When assigning
a knockdown die to a new weapon, look on the Master Weapon list in Chapter 7 of the
Combat & Tactics book and find a similar weapon; use that weapon’s knockdown die for the
new weapon. Most of the should get a d8 for a knockdown die (though the kyber knife would
have a d6 for a knockdown die because it’s similar to a short sword). If you can’t find a
similar weapon, assign a knockdown die roughly the same size as the damage die the wielder
rolls against man-sized opponents.
Q. In the Spells & Magic book (and other places), it says only wild mages can use wild magic
spells. This makes sense; after all, only chronomancers can use chronomancy spells. But, if
this is true, why do wild magic spells end up on the spell lists of other wizard schools?
Chronomancers have access to alternate reality, alchemists can use patternweave, song mages
get fireflow and spellshape, geometers get Hornung’s baneful deflector and there/not there.
This seems to weaken the wild mage specialty by allowing so many other casters free access
to spells which, by definition, are difficult to control. Why is this so? Anyway, when a non-
wild mage casts a wild magic spell, do they get level variations during the casting as wild
mages do? Or do they control the wild magic spell as easily as any other in their repertoire?
A. The official word from TSR, Inc. is that alternate reality is a chronomancy spell as well as
a wild magic spell. With that sole exception, wild magic spells are not available to other spell
casters and should be struck from any non-wild mage spell list where they appear. When a
chronomancer casts alternate reality, no wild surge occurs, because the caster isn’t using wild
magic.
Q. Thank you for the column (issue #231) about giving character points to psionicist PCs. A
printing blooper seems to have left the PSP bonus ability with no character point cost. Oh,
well, life without bloopers would be just a bit boring. While you’re fixing that, tell us how
many character points psionicists receive for weapon and non weapon proficiencies.
A. Actually, there were two bloopers, both mine, not the printer’s. The PSP bonus costs 10
character points. Also drop the MAC bonus ability. Instead, the psionicist gains the mental
armor proficiency for free with the purchase of the mental defense ability. Here’s the scoop
on psionicist proficiencies: Weapon Proficiencies: Once the psionicist has purchased class
abilities he receives 6 character points for weapon proficiencies. The psionicist can spend
these points as designated in Table 1.
Nonweapon proficiencies: Once the give my character. For instance, if I fail psionicist has
purchased class abilities and weapon proficiencies he receives 6 character points for
nonweapon proficiencies. The psionicist can choose proficiencies from the general and
psionicist groups. Refer to the Skills & Powers book, Chapter 6, and to Table 2 above.
Q. I’d like to try out the Rod of Seven Parts adventure, but I’ve already read the book; is there
any point in playing the adventure now?
A. There sure is. The adventure in the Rod of Seven Parts boxed set is not the adventure Kip
Kayle (the book’s halfing hero) had.
Q. I am about to start running a pixie thief (cutpurse kit) and I wanted to know what bonus
being invisible would to pick someone’s pocket, can they see me? If I stab someone, do I
become visible? Or do I become visible for a second and then invisible again? And, since I
am invisible, do I have a +4 on my armor class due to being invisible? Why is it that pixies, as
monsters, have a 25% magic resistance, but, as a humanoid race, you do not have the magic
resistance?
A. Pixies have natural invisibility and don’t become visible unless they will it or unless forced
into visibility in some fashion (a successful dispel magic against an 8th-level effect can do so,
as can mundane actions such as coating the pixie with paint or flour). A failed pickpocket
attempt would give the victim a chance to notice the invisible pixie (see the description of the
2nd-level wizard spell invisibility for details). A melee attack certainly would get an
opponent’s attention and alert him to the pixie’s presence. Neither act makes the pixie visible,
however, and any opponents unable to see the pixie suffer the standard -4 attack penalty.
Noticing an invisible creature and actually seeing it are two different things. If a creature
merely notices an invisible creature, it knows approximately where the creature and can attack
it but still suffers the attack penalty. Actually seeing an invisible creature requires a detect
invisibility or true seeing spell, a natural ability to detect invisible creatures, or some way to
negate the invisibility. Obviously, pixies who haven’t adopted a character class must do
something or know something adventuring pixies don’t. That’s why "monster" pixies have
magic resistance and pixie adventurers don’t. The pixies aren’t saying what it is, and I’m not
either.
Dragon #236 wrote:
Q. In the new SAGA game system, does a monster’s Physique score fall to a lower number or
stay the same when it suffers a wound? I think it should fall, because a monster couldn’t fight
as well with an arrow in its shoulder.
A. A creature or character’s Physique score doesn’t decrease with wounds any more than a
hero’s does. True, a hero loses cards, and therefore combat ability (indirectly), with every
wound, but a creature or character doesn’t have any cards at all. If you want to give heroes a
better chance to defeat monsters with very high Physique scores, make a random draw every
time the monster suffers a wound. If the card drawn is from the suit of Dragons, the monster
meets with a wounding mishap and suffers a -1 penalty to all ability scores for the duration of
the combat scene. If the creature has one mishap and later suffers another, the effects
accumulate. That is, a monster has a -2 to all ability scores after suffering two mishaps, a -3
after suffering three mishaps, and so on.
Q. Does anyone in the DRAGONLANCE®: FIFTH AGE™ setting have the ability to turn
undead, or was this priestly ability lost when the gods departed? Does anyone on Krynn have
power over the undead at all?
A. Undead turning is a granted priest ability; no one on Krynn currently has the ability
because the gods aren’t around to grant it anymore. On the other hand, one can "turn"
incorporeal undead with a spiritualism spell. Necromancy can "turn" corporal undead.
Mentalism spells can affect any creature with a mind, which includes most creatures from the
undead table (Book One, page 128) except skeletons and zombies. Mentalism, too, can
duplicate a turning effect.
Q. It’s clear from the rules that the various elemental schools of sorcery can create bits and
pieces of their elements. For example, a hero can create a stone wall with a geomancy spell.
Can a hero or character also use an elemental spell to destroy an element or protect against
that element? If not, is it at all possible to duplicate AD&D® game spells such as protection
from fire with the SAGA rules?
A. Most elemental spells can create, reshape, remove, or protect against their elements. One
can, for example, duplicate such AD&D game spells as lower water, create water, and part
water with hydromancy spells. One also could create a hydromancy spell that keeps things
from getting wet. One could not, however, turn water to dust without a transmutation spell
and knowledge of geomancy and hydromancy. The tricky part of protection/destruction spells
is determining difficulty. A spell that protects from fire is fairly easy; just determine how
many points of fire damage the spell blocks out and assign a value from the Numeric
Adjustments table (Va). A geomancy spell that eliminates rock, however, could be tricky. A
small rock lying on the ground is easy to blow way, but if that rock is the keystone for a huge
bridge, you must increase the area of effect to account for the whole bridge (no using wimpy
5-point spells to make whole structures fall).
Q. Is it just me, or is there absolutely no way to kill (or be killed by) a foe outright? I’ve
combed the rules and it looks like everybody and everything goes unconscious before dying ,
you then have to smack the body around or else you didn’t actually kill the foe. There’s no
way to simulate the very scene quoted at the beginning of the combat chapter (Book One,
page 56), in which Tanis just lops a draconian’s head clean off in combat. Instead he’d have
knocked the thing unconscious and then kill it.
A. Oops. The game does have an instant-kill rule, but it got lost somewhere during the
production process. Here’s the dropped text: Heroes and other major characters are seldom
killed instantly. At the very least, the dying character sticks around long enough to gasp out a
few last words, utter a dying curse, or profess his inner-most secret love. Of course, there are
times when this isn’t how the world works. If Malystrix or one of her ilk lets loose with a
torrent of flame on a single individual, the odds are that the target will be incinerated
instantly. No goodbyes, no lingering death scenes, just a few ashes and maybe some smoke. If
the number of damage points left over from an attack which knocks out a hero or character
[note that all monsters are "characters" in SAGA parlance] is greater than his Endurance
score, the victim has been slain instantly. Consider the following example. Ren has been
badly beaten and has but a single card (the five of swords) left in his hand. He staggers boldly
on but finds himself confronted by a blue dragon who unleashes a stroke of lightning at him.
Despite his armor and other protections, Ren suffers 12 points of damage. Ren’s player gives
up his card, absorbing 5 points of damage but leaving 8 unaccounted for. If Ren’s Endurance
is equal to or greater than this "overkill," he’s simply knocked out. If it’s not, he’s instantly
slain. As it is, his Endurance is a 7, so we won’t be seeing Ren in any more of our examples.
It’s very important to use this rule, as it puts some fear into heroes’ lives , they really can be
killed if they let themselves get caught in fights they can’t handle. It can relieve the Narrator
of the difficult task of deciding when characters administer the coup de grace to heroes. The
rule also grants heroes the occasional satisfaction of obliterating the villains without having to
wrestle with their consciences.
Q. The rules in Chapter 5 say that the basic spell-point cost for a spell does not include any
adjustments for resistance and says the caster should direct more spell points toward the
casting than the spell’s actual required total number of points to allow for resistance (page
80). So, does the caster have any way of knowing how much resistance his spell faces? What
happens when the spell caster doesn’t allocate enough points to cover the increased cost?
What happens when the caster allocates more points than are actually necessary to cover the
spells increased cost?
A. A hero or character casting a resisted spell has no special ability to judge the level of
resistance except by experience or by using a divination spell to evaluate the resistance
(though such a spell would face resistance itself). When a hero casts a resisted spell, the
player must make his best guess about how many extra spell points to spend , the player may
not look in the rules to check a creature’s Intellect or Essence scores. When a character casts a
resisted spell, the Narrator should consider the needs of the story. It would never do to let a
scene go bust because a villain’s spell fizzled without so much as a card play from the heroes.
When in doubt, make a Reason action using the character’s Intellect score and a random draw.
If the action succeeds, then the caster spends slightly more spell points than necessary, say the
difference between the action difficulty and the action score. If the action fails, the character
spends a lot more points than necessary, say the base cost plus the action-score total. If the
random draw is a Dragon card and the action fails, the character spends too few points, say
the base cost minus the card’s face value. The Narrator can set the difficulty for the
character’s Reason action by how much experience the caster has with the spell’s target as
follows:
Familiarity Action Difficulty
Very Familiar Easy (4)
Somewhat Familiar Average (8)
Unfamiliar Challenging (12)
Completely Unknown Daunting (16)
Note that heroes cannot use this table. I offer it strictly as a means for Narrators to resolve
character spells fairly. Note also that after tossing a few spells at a particular target, a
character probably will become somewhat familiar with the target simply by observing the
effects of his spells. In any case, when a caster fails to allocate enough points to a spell, the
spell automatically fails, and all points the caster did allocate are lost. If a caster spends more
points than necessary, the extra points are simply lost, though the spell works normally in all
other respects. For example, Palin casts his Palin’s Pyre spell (with a base cost of 15 points) at
a Sivak draconian (Intellect 7). The actual casting of the spell will be 22 points. If Palin
allocates only 20 points to the spell, the spell fails , no matter what Palin’s action score is ,
and Palin loses all 20 points. On the other hand, if Palin allocates 25 points to the spell, he
loses all 25 points, but the spell succeeds if Plain’s action score is 22 or higher.
Q. When calculating the cost of a spells effect, it’s not clear to me when you use the Numeric
Adjustments table (Va), and when you use the Other Spell Effects table (Vc). Since the
former gives you more bang for the buck, players would obviously prefer to use it, and I’m
not sure when you have to use the other table instead.
A. Generally, use the Numeric Adjustments table whenever you can. Use the Other Spell
Effect table only for effects that cannot readily be quantified. For example, using a
pyromancy spell to inflict 10 damage points on an ogre is easily handled numerically. Using a
pyromancy spell to blind an ogre for a short time would require using the other table , I’d
recommend a difficulty adjustment of 3 for a hindering effect.
Q. How does the Narrator resolve the action when one hero casts a spell at another hero? If
the first hero simply performs a cast sorcery (or mysticism) action, then the second hero isn’t
able to play any cards to avoid the effect , which isn’t fair. But if the second hero has an avoid
sorcery (or mysticism) action as well, then it’s rather a case of double jeopardy for the first
hero, isn’t it? He’s got two chances to have his spell fail, which isn’t really fair to him either.
A. When one hero casts a spell at another, the spell’s recipient decides if he will resist the
spell. If the hero offers no resistance, the spell is cast as a normal hero action. If the hero
decides to resist (or the Narrator decides he must resist), then both heroes simultaneously
attempt opposed actions. The hero casting the spell attempts his action normally, spending
spell points and playing cards to account of the anticipated opposition value. The spell
recipient does the same (though he spends no spell points). If the spell casting action fails, the
spell has no effect even if the recipient fails his resistance action. If both actions succeed, the
higher action score prevails. If both actions are trump, the spell caster completes all his draws
before the recipient draws any cards. In any case, keep all cards face down until everyone
involved has played all their cards. This is indeed "double jeopardy" for the spell caster, but
any action pitting two heroes against each other represents a clash of wills and requires card
play from both heroes.
Q. The Arms & Armor table doesn’t allow for multiple shots with missile weapons. The folks
wielding crossbows must be very happy, since the biggest argument for wielding regular
bows (two shots a round) has been taken away. Shouldn’t there be some game mechanic for
reflecting the multiple shots an archer can fire?
A. Nope. It’s one action per hero per combat round. If your hero has a Dexterity code of A,
and you’re the type of player who wants to use the "best" weapon available, you should carry
an arbalest as a missile weapon.
Q. Is there a SAGA game mechanic to reflect the skill of characters when heroes start
swinging frying pans at their heads?
A. Yes. It’s called attacking and defending at melee range (swinging frying pans) or attacking
and defending at near missile range (throwing frying pans). Heroes of Steel, which should be
in stores by the time you read this, contains game statistics for improvised weapons ,
including frying pans (made ever so popular by the fiery Tika), and most other objects heroes
might pick up at the spur of the moment and use in combat.
Q. The appearance of the new SAGA system has drawn many questions from the players in
my DRAGONLANCE® campaign. One of the biggest concerns was what we can do to
convert the new material to the AD&D® system. For example, what are the class level
benefits and restrictions for wizards and priests in Krynn now? What are the racial modifiers
and benefits for the thinker gnome race and class? Will there be any AD&D formatted
monster information on the fire dragon, shadow wraith, frost wraith, and daemon warriors?
A. There is no official SAGA system to AD&D system conversion information, and there are
no plans to publish any. If you’re trying to carry an existing Fourth Age campaign forward
into the Fifth Age, you should go ahead and convert your AD&D player characters and non-
player characters into SAGA heroes and characters. The departure of the gods at the end of
the Chaos War has profoundly changed Krynn , the planet is no longer an AD&D game
world. Imagine what would happen on Earth if the laws of physics changed overnight, and
you have an idea of what has happened on Krynn , the very fabric of reality is now different,
and the mortals living on Krynn must live with the reality. Note that most Krynn natives are
unaware of the true scope of the change. Everyone knows the gods left and that magic works
differently now, but very few are aware of the more subtle changes, such as the switch from
classes and hit points to ability codes and hands of Fate cards. To the residents of Krynn,
things have always been that way. If you find it impossible to change your DRACONLANCE
campaign from the AD&D rules, here are some pointers. For almost 30 years after the Chaos
War, nobody on Krynn could cast any spells at all. All scrolls and spellbooks went blank
when the gods left, and all potions turned to water (see The Last Tower, available in
December, for details). Wizards must go without spells until after the Last Conclave convenes
in 28 sc. Priests regain their spells a little sooner, after the founding of the Citadel of Light in
8 sc. Until the rediscovery of spells, wizards and priests have to rely on their magical items to
produce magical effects. Once spells start working again, the best way to simulate Krynn
magic in the AD&D game is to use the spell point system from Chapter 6 of the PLAYER’S
OPTION™: Spells & Magic book. Because no one on Krynn memorizes spells anymore,
characters must expend their spell points as free magicks (see Spells & Magic, page 77). Note
also that no character can use more than three different schools of sorcery (wizard spells) or
spheres of mysticism (priest magic). Remember that wizards cannot directly affect living
creatures (spells such as sleep and charm person don’t work for wizards anymore). Likewise,
priests cannot affect inanimate matter (spells such as stone shape don’t work for priests). It is
possible for a character to cast both priest and wizard spells, however, through careful use of
the AD&D game’s multi- and dual-class rules.
I’d treat tinker gnomes as regular AD&D gnomes with the following exceptions: 1) they
cannot become illusionists, 2) tinker gnome thieves have a +15% bonus to Find/Remove
Traps and Open Locks attempts, 3) tinker gnomes must choose one of the following for initial
proficiencies: blacksmithing, cobbling, leatherworking, mining, or bowyer/ fletcher, and 4)
their maximum fighter level is 15. When converting SAGA creatures to the AD&D system,
just take the conversion rules from the little screen in the DRAGONLANCE: FIFTH AGE
boxed set and apply them in reverse. The results might look like this for a large fire dragon:
Saga Statistic AD&D Statistic Coordination 12 Movement 12, F1 24 (C) Physique 70 Hit
Dice 24 Intellect 4 Intelligence Average (8-10) Essence 4 Morale Average (8-10) Damage
+65 Damage 2d6+6/2d6+6/ 10d8+14 Defense -40 Armor Class -12 I made the conversions as
follows: Coordination to movement: Double Coordination to get the creature’s fastest
movement rate. Since a dragon flies, I assigned it a flying movement rate of 24 (12x2) with a
maneuverability class of C and a ground move of 12, in keeping with the statistics for other
AD&D dragons. (One can’t avoid some judgment calls in this process.) Physique to hit dice:
Divide Physique by 3 and round up to get hit dice (70÷3=23.33 rounded up to 24). The
creature’s THAC0, saving throws, and experience value are derived from the creature’s hit
dice rating. Intellect to Intelligence: Double Intellect (4x2=8) and assign the creature the
appropriate rating from the Intelligence section in the MONSTROUS MANUAL™ tome.
Essence to Morale: Double Essence (4x2=8) and assign the creature the appropriate rating
from the Morale section in the MONSTROUS MANUAL tome. Damage: Double the damage
rating (65x2=130). The result is the maximum damage caused by all the creature’s attacks.
You have to play this one by ear, I gave the fire dragon a claw/claw/bite attack routine
(18+18+94=130). If you wish to add other dragon melee attack forms (such as wing buffets
and tail slaps), you should lower the claw and bite damage a bit. Defense to Armor Class:
Double the SAGA rating and subtract from 10. Note that -10 is usually the best AC an AD&D
creature can have unless it is very large or very powerful or both. The fire dragon’s -40
defense is equal to a great wyrm gold dragon’s -12 AC. Here’s a table for quick conversions:
Other Abilities: Spell-like abilities and special defenses must be handled on a case-by-case
basis. A fire dragon has the ability to create dragon fear as a great wyrm dragon and is
immune to all firebased attacks and to weapons of less than +3 enchantment. Its breath
weapon is similar to a red dragon’s (a cone 90’ long, 5’ wide at the dragon’s mouth, and 30’
wide at the far end). The fiery blast inflicts 10d10+40 hp damage (maximum 140 points,
which is twice the dragon’s Physique score); a successful saving throw vs. breath weapons
reduces damage by half). Other statistics, such as home terrain, diet, treasure, and alignment,
must be assigned using similar AD&D creatures as guides. Fire dragons are at home in any
land terrain, usually appear singly, and are very rare. They can be active throughout the day.
If they eat anything, they probably consume fire sources, such as magma. They collect no
treasure. Complete adventure statistics might look like this: Large Fire Dragon: AC -12; MV
12, Fl 24 (C); HD 24; hp 108; THAC0 -3; #AT 3; Dmg 2d6+6/2d6+6/10d8+14
(claw/claw/bite); SA causes fear, breath weapon; SD immune to fire and weapons of less than
+3 enchantment; SZ G (200’ body); ML average (8-10); Int average (8-10); AL CE; XP
24,000.
Dragon #237 wrote:
Q. The Player’s Handbook says the area of effect for the 5th-level priest spell flame strike is a
cylinder with a radius of 5’ and a height of 30’. Can the caster position the cylinder sideways?
If not, what happens when the caster is indoors or underground and the ceiling is less than 30’
high? Does the spell still work?
A. A flame strike spell’s column of flame must always be vertical. If cast into an area too
small to hold it, the column of flame simply ends at the area’s boundaries and does not extend
beyond them. If created in a chamber 100’ square and 10’ high, for example; the column will
be only 10’ high. Its radius of 5’ remains unchanged. The column of flame does not reshape
itself to fill the chamber as a fireball effect would. Most spells in the AD&D game work this
way unless their descriptions say otherwise.
Q. The description for the dispel magic spell says each effect or potion in the spells area of
effect is checked to see if it is dispelled. Does this mean that 1d20 is rolled anew against each
effect, or is 1d20 rolled once and the results applied separately against each effect?
A. Either method works, but most people I know roll once for each effect , that’s the method I
prefer.
Q. I have a player in my group who insists that the animate dead spell is not evil. I have
argued that casting this spell disturbs the dead creature’s spirit. The player scoffs and says the
spell merely imbues the corpse or skeleton with life. Who’s right?
A. Which one of you is the Dungeon Master? The rules are definitely on your side (check the
final sentences in the descriptions for each version of the spell). You’ve put your finger
squarely on the reason why casting animate dead isn’t "good"; the spell disturbs the dead, and
good folk let the dead rest in peace. The semblance of life the spell bestows does not come
from a wholesome source. A character with a good alignment who starts memorizing this
spell regularly should find his alignment slipping toward evil, even if he does not cast the
spell.
Q. What sort of spell effects can pass through a wall of force? Can you teleport through one?
A lightning bolt creates a stroke of electricity at a range specified by the caster. Can a
lightning bolt be cast through a wall of force if the stroke itself doesn’t pass through the wall?
A. A wall of force blocks matter, physical force, and most forms of energy (visible light being
the most important exception). Spells that do not require the caster actually to see the target
point usually remain unaffected by walls of force. Such spells don’t actually pass through the
wall but bypass it entirely. Walls of force don’t interfere with teleport spells, but they block
lighting bolts Spells with purely visual effects usually ignore walls of force as well (see next
question).
Q. Would a wall of force stop infravision? Will it defeat clairvoyance or a wizard eye spell?
What about divinations such as detect evil, detect magic, find traps, or detect lie?
A. A wall of force does not block vision of any kind. Clairvoyance spells ignore walls of force
because they are visual effects and because there’s no direct channel between the caster and
the sensor the spell creates. Certain conditions can block clairvoyance spells, but walls of
force aren’t included on the list. A wizard eye’s mobile sensor cannot pass though a wall of
force, but the caster can see through the wall via the sensor just as if he were standing at the
wall himself. Physical barriers block most divination spells. As the ultimate physical barrier,
wall of force blocks most such spells. Divinations that simply render things visible, however,
such as detect invisibility and true seeing, work through walls of force.
Q. If a wall of force is cast horizontally, what happens to creatures who run into the edge?
Because the wall has no thickness (and is therefore infinitely sharp), I’d say the collision
slices the creature in twain. What do you think?
A. I think if a wall of force had no thickness, it wouldn’t have any "edges" to run into. I’ve
never liked the idea of treating walls of force like monomolecular cutting edges. If that were
the case, a wall of force would be a great addition to any sawmill or stone quarry; just shove
the material against the wall and you get a nice, clean cut. Of course, wall of force carries a
price tag of 5,000 gp per casting. That and its short duration (1 turn plus 1 round per caster
level) make it too expensive for "industrial" uses. Nevertheless, a wall of force is a barrier. It
keeps things from passing through it. Now, running into a wall of force at full speed might
hurt, but it shouldn’t matter where one strikes it. One merely comes to a sudden stop when
one strikes the wall, flat or edge. As it happens, the spell description makes no mention of the
wall’s thickness or lack thereof. However, the spell fails if its surface is broken by any object
or creature when formed. For practical purposes, I’d suggest you treat the wall as though it
were about as thick (and sharp) as a finger when deciding what might break the surface at the
time of casting and its effect on creatures or objects once it’s in place.
Q. The rules say a paladin can be turned by an evil priest, who rolls on the undead turning
table at three levels lower than his actual level. If the turning attempt succeeds, what happens
to the paladin? Does he leave his companions? (It’s hard to imagine a high-level paladin
abandoning his companions and leaving them to face an evil priest alone.) How does this
work exactly? Why can’t paladins turn evil priests? While we’re on the subject, how long
does a paladin or undead creature remain "turned" after a successful turning attempt? How
long do undead controlled by an evil priest remain controlled?
A. If successfully turned, the paladin must flee from the evil cleric, moving away until the
priest is out of sight. If unable to flee, the paladin cannot come within 10’ of the priest. If the
priest forces the paladin to move closer than 10’, or moves within 10’ himself, the turning is
broken, and the paladin can act normally. In the case of an evil priest turning a paladin, the
priest calls upon his deity to lend him power. If successful, the priest receives enough power
to create an aura so repulsive to the paladin that the holy warrior just goes bonkers and flees
the vicinity. it is not a fear effect but a form of spiritual revulsion. Paladins and undead are
susceptible to the power of turning because of their special modes of existence (unholy in the
case of undead, holy in the case of paladins). Priests, though connected to their deities, are
normal mortals and not subject to turning attempts. Technically, once a turning attempt
succeeds, the affected creature stays away indefinitely, provided the priest who turned the
creature maintains his turning effort (that is, the priest must make additional turning actions,
but no further rolls, he simply turns the creatures automatically). Undead under an evil priests
control remain controlled until destroyed or turned by another priest. If that’s too general for
you, I suggest the following numbers: Paladins remain "turned" for 3d4 melee rounds. After
that time their heroic spirits reassert themselves and they can face their nemeses again, though
they might be turned again. Undead that have been turned or befriended remain that way for
24 hours minus the minimum turning score the priest needed to affect them. If a 10thlevel
priest turned or controlled a vampire (required turning score of 10), the vampire remains
under the priests influence for 14 hours. In the case of a good priest, who must maintain his
turning efforts, I’d suggest that "maintenance" be required every 3d4 rounds. For example,
Derah, a 10th-level cleric enters a dungeon and turns a vampire. The creature avoids Derah
for the next 14 hours. If Derah and the vampire meet each other elsewhere in the dungeon an
hour later, Derah must perform a turning action (automatically successful) again to send the
vampire away. If Derah and the vampire later become locked in a chamber together, Derah
must perform a turning action every 3d4 rounds (again, automatically successful) to keep the
vampire at bay. Derah’s turning actions during this period have no chance for failure, but they
consume Derah’s attention for the round in which they occur. The DM should not feel obliged
to tell the priest when a new turning action is necessary, but a character observing a turned
creature might notice a change in its attitude toward the priest.
A. According to their character class descriptions, no. Dungeon Masters who wish to give
paladins and rangers a little more spellcasting punch often allow them access to the All sphere
with no detrimental effects on the campaign.
Q. Multi-classed priests must abide by their class’s weapon restrictions. Does this also apply
to armor?
A. In the current edition of the AD&D rules, multi-classed characters are stuck with the most
stringent armor restriction among their classes. Warrior/wizards and priest/wizards, for
example, aren’t allowed armor. If you’re inclined to follow the rules to the letter, warrior/
wizards (only) can wear elven chain mail, but I strongly recommend allowing priest/wizards
to wear it, too.
Q. Do psionic powers allow saving throws? Some powers list saving throws, and others do
not. If a saving throw is allowed, what saving throw category is used? One of my players
insists that the saving throw number is equal to the psionicist’s power score roll. Do
adjustments for high Wisdom or Dexterity apply to the saving throw?
A. A psionic power allows no saving throw unless the power’s description specifically
mentions one. If a power allows a saving throw, the number required is determined by the
saving throw type (listed in the power description) and the targets class and level. For
example, Psychic Crush allows a saving throw vs. paralyzation, which the DM should treat as
any other paralyzation saving throw. If a powers description mentions a saving throw, but
does not mention what type, assume it’s a saving throw vs. spell (but heed the rule on saving
throw priority in Chapter 9 of the DMG). Magical and class-based saving throw bonuses
(such as the paladin’s general bonus of +2 to all saving throws and saving throw bonuses from
rings of protection) apply to saving throws. Saving throw bonuses from high Wisdom scores
apply to most psionic attacks because they are purely mental in nature. Dexterity bonuses
apply only when a psionic power involves physical force. The detonate power, for example,
creates an explosion whose effects can be reduced with a successful saving throw vs. breath
weapon; Dexterity bonuses apply to the saving throw (but Wisdom bonuses do not). Racial
bonuses to saving throws against magic never apply to saving throws against psionic attacks,
even when the attack uses the saving throw table’s Spell column.
Q. Can a thief wearing a ring of invisibility use the ring to become invisible and then attempt
a backstab during the same round? The backstab, of course, will make the thief visible. Can
the thief use the ring again that round to become invisible before foes can strike?
A. In a word, no. Using a magical item (or drinking a potion) counts as a characters sole
action for a round; see the What You Can Do in One Round section in Chapter 9 of the
Player’s Handbook for details. It’s okay for a character who has just used a magical item to
exchange a few words with someone or make minor adjustments to his position (a move of 5’
or less), but major actions such as attacks, spellcasting, or significant movement have to wait
until the next round. It would take the thief in your example at least three rounds to disappear,
deliver a backstab, and then disappear again, as follows: Round one , Disappear. No other
actions allowed except negligible ones (as defined in the PHB). Round two , Move up to half
the current rate and deliver the backstab. The thief is now visible and must remain so until the
next round. If the thief had to move more than half his current movement rate to reach his foe,
he cannot attack until next round. Note that charging allows a character to make a full move
(plus a little extra) and still attack, but many DMs balk at backstabbing while charging. Round
three , Disappear again. The character can take no other actions except negligible ones. If the
thief wins initiative, any attacks made against him suffer a -4 penalty for the invisibility. If the
foes win initiative, however, they attack before the thief becomes invisible and suffer no
penalties. In some campaigns, a successful hit might even disrupt the thief’s attempt to
become invisible (depending on how the DM decides the ring works).
Q. One of my players wanted his character to parry a two-handed sword with a rapier. I
warned the player that the rapier probably would break. The player wanted to have his
character make the parry anyway, so I had the rapier save vs. crushing blow at a -2 penalty.
Should I have just said the rapier broke, imposed a larger penalty, or just let the parry work
normally?
A. The "correct" answer here is whatever makes you, the DM, feel comfortable. A crushing
blow saving throw with a -2 penalty seems severe enough to me. On the other hand, the core
AD&D rules use an abstract combat system with hostilities proceeding at the glacial pace of
one set of actions every minute. In such a system, a "parry" might not involve the two
weapons touching at all. The character with the rapier might just stick the weapon’s point in
his opponents face. Then again, you can treat the one minute increment as just an arbitrary
way to keep track of time in the game (combat really proceeds much more quickly). In that
case, a "parry" could be considered an attempt to physically block the attacker’s blow. In that
case, a more substantial item saving throw penalty might be in order, say -4. I don’t
recommend that the rapier break automatically.
Q. The Tome of Magic says wild mages are not specialists in the traditional sense. Does this
mean they can become dual-classed characters? The Chronomancer accessory specifically
says chronomancers can become dual classed characters but raises the ability score
requirements if a character starts out as something else, then becomes a chronomancer. Does
this mean a character can become a dual-classed chronomancer/wild mage or vice versa?
A. Though wild mages don’t pursue a specialty, per se, they get enough specialist- type
benefits that I recommend you treat them as specialist wizards , no dual- or multi-classing.
Your campaign probably won’t crash and burn if you ignore my advice. (If you’re allowing
both wild mages and chronomancers into your game, dual- and multi-classed wild mages will
be the least of your worries.) On the other hand, both wild mages and chronomancers are
members of the wizard group. The dual-class rules (see PHB, Chapter 3) allow characters to
have only one class from each group.
Dragon #238 wrote:
Q. Please define "spasms, shocked, and scorched" in game terms.
A. Assuming you refer to specific injuries from the critical hit tables for spells in the Spells &
Magic book, these three injuries usually have the following effects: Spasms distract a
character for several rounds. If the critical hit table does not specify a duration, the spasms
last 1d4 rounds; a character suffering from spasms has a -2 penalty to attack rolls while they
last. Shocked characters usually fall down, though they sometimes drop something instead. If
the critical hit table doesn’t list an effect, the victim falls down (see Knockdowns, page 121 in
Spells & Magic, for details). Scorched characters suffer a -2 penalty to attack rolls until the
injury heals. A cure light wounds spell or magic capable of restoring 5 lost hit points heals a
scorch. A scorch heals naturally as if it were a wound of 2d6 hp damage.
Q. The spell righteous wrath of the faithful "transports" allies. Are the affected creatures
moved physically or emotionally? Is this spell part of the War or Combat sphere? The spell
description lists the sphere as War, but Appendix 4 of the Spells & Magic book lists the spell
under the Combat sphere. The word "transported" in the spell description would seem to be an
error; the spell’s recipients don’t move in any physical sense.
A. I recommend you include righteous wrath of the faithful in the Combat sphere instead of
the War sphere.
Q. My lupin fighter (from the SAVAGE COAST™ campaign setting) has just killed a
werewolf , which is good because lupins hate werewolves. Unfortunately, my character also
contracted lycanthropy during the fight. Since lupins are canine humanoids, what will happen
to my character when the lycanthropy finally manifests itself?
A. Your character will suffer all the effects noted in Chapter 15 of the DUNGEON
MASTER® Guide. A lupin/werewolf probably would look more wolflike than a
human/werewolf once the curse of lycanthropy sets in, no matter what form the werebeast
assumes. Even when not actually in the throes of the curse, the character would look
decidedly wolflike. Note that other lupins can detect the characters condition and will become
distrustful and suspicious at best. On the other hand, a lupin infected with lycanthropy is no
more difficult to cure than any other infected lycanthrope.
Q. A druid in my game recently found that when summoning a fire elemental (with the 6th-
level spell conjure fire elemental) he had a 4% chance to get an efreeti. He then proceeded to
cast the conjure fire elemental spell at every opportunity , usually during rest periods in town ,
and when an efreeti actually arrived, he demanded three wishes from the creature. He
continued to do this until all his ability scores were 25. Is this something all druids do or just a
slip in the rules found and exploited by my resident rules lawyer? Do you have any
suggestions for preventing every new player character in my campaign from becoming a druid
and repeating the process?
A. Let’s pause for a brief aside before we begin. Are you aware that increasing all a
character’s ability scores to 25 would require at least 660 wishes assuming that all the
character’s ability scores started at 18? That’s because a wish never raises an ability by more
than a full point. Actually, a wish often does not raise an ability by a full point at all. The
wishing character gains a full point only when the affected ability score is 15 or less. If the
ability score is 16 to 20, it takes ten wishes to raise it one point and if the score is 21 or more
it takes 20 wishes to raise it a full point. See chapter 1 of the DMG for details on this rule
(though the part concerning ability scores of 21 or more has been erroneously dropped from
the most recent printings). Anyway, your druid would have to cast conjure fire elemental
something like 5,500 times to get that many wishes from efreet. So, the first way to prevent
players from abusing conjure fire elemental is to make them play out each casting of the spell.
It’s a good bet the other players in your group will resent all the time this little charade is
wasting and will intervene to stop smart aleck. If not, it’s an even better bet that some local is
going to object to the parade of fire elementals (in a medieval town, a being composed of
elemental fire can do a whole lot of damage without even trying) and put an end to the druid’s
shenanigans permanently. Of course, efreet are not the most agreeable creatures in the
multiverse. If an efreeti appears in response to a conjure fire elemental spell, it expects to find
the druid in real trouble or faced with some grave difficulty. If capriciously asked for a wish
or three, the creature will ask what the wish is. If it the wish is something the efreeti can
pervert in some way, it will do so , just to teach silly priest a lesson. If the wish is reasonably
airtight, the efreeti simply stalls until the spell’s duration (one turn per caster level) ends, and
then it leaves, probably vowing to get revenge someday. Seeing as how the efreet in your
campaign have seen fit to humor the druid, I can only guess that they have some unpleasant
surprise in store for him. Put yourself in the efreet’s place and try to think up some way to get
even with this presumptuous mortal. Perhaps the efreet need an agent to perform a long and
arduous task (or series of tasks) on the Plane of Elemental Water (hardly prime terrain for
efreet). Perhaps the druid should wake up one morning and find that he has to consume a
couple of thousand gold pieces worth of rare gems each day to maintain his superhuman
existence (the actual amount should slowly increase over time). Perhaps both of these events ,
and several more , await the character. It’s possible that some efreeti has decided to enslave
the druid and has arranged to boost all his ability scores so he’ll make a better servant. A party
of efreet might even now be forming up to capture the druid and haul him off to the City of
Brass, where his penchant for calling fire elemental creatures into service will undoubtedly be
amply "rewarded." In any case, the character should discover that he can keep his increased
ability scores only so long as he agrees to whatever the efreeti propose. If the druid tries to
escape his fate through the use of another wish, the attempt should either fail or strip him of
his boosted abilities.
Q. In the past, I have not considered bracers of defense as true armor. This is presently
causing some difference of opinion. I have just introduced the character generation rules from
the Skills & Powers book and I’m allowing the players to rework their existing characters.
Most of the characters already have bracers of defense and their players now want to choose a
limitation on armor to gain extra character points. Of course, the magical bracers would make
the (imitation irrelevant. So, are bracers of defense armor? In this case, it seems to me they
are. Can wizards wear bracers of defense? How do bracers of defense affect thief abilities? If
you print my question in the magazine, I would appreciate it if you would make reference
somehow to the statement in the Player’s Handbook that says, "Armor Class is measured on a
scale from 10, the worst (no armor), to -10, the best (very powerful magical armors." This
implies a limit of 10 for armor class , yes? Please? Pretty Please? With sugar on top? Would
you be offended if I offered a small token of my appreciation?
A. Bracers of defense are not a type of armor; characters normally prohibited from wearing
armor, such as wizards, can use them. Thieves wearing bracers of defense are considered
unarmored for purposes of modifying their thief skill scores. On the other hand, when using
the Skills & Powers character generation rules you should not allow any character to claim
extra character points for a limitation that does not actually affect him. I recommend that you
tell your players the "no armor" limitation isn’t available to them , even the ones that don’t
own bracers of defense. Whenever you apply a complex rule retroactively, you’ve got to be
careful lest you alter your game too much. In this case, you probably don’t want characters.
who’ve been wearing armor to suddenly give up the habit. Your players should be selecting
abilities that reflect their characters’ game histories. You are correct in assuming that -10 is
the limit for Armor Class in the AD&D® game. There are a few creatures that exceed the
limit, but characters have to stick to it. I am amused, not offended, by your offer of a "token
of appreciation." This marks the third time I’ve been offered a bribe (though only the second
time I’ve mentioned being bribed in print). lf this answer makes you especially joyful, please
do not hesitate to make a generous donation to your local children’s hospital.
Q. Could a wizard put a sepia snake sigil on his hand and use it to attack?
A. No. The sigil must be added to a piece of writing, and activates only when someone reads
that writing.
Q. One of the players in my game has an apparatus of Kwalish. He uses it above ground
(since it can levitate) and tows it with a horse (since it can’t, move very quickly on its own).
He is almost always in it. In fact the character sleeps in it and hoards all his treasure and
equipment in it , right now it contains about two dozen unstrung longbows. The character
takes cover in the apparatus during every encounter, where, the player says, no attacks can
reach him. If that weren’t bad enough, we’re now engaged in an argument over exactly how
much damage the thing can sustain. The item description says 200 hp damage is enough to
stave in a side. But the player argues that the apparatus has more than one side. Finally, I
ruled that 400 hp damage would destroy the apparatus. The player said no big deal, he’ll just
take it to a blacksmith and have the apparatus patched up. Since when would a blacksmith be
able to patch up a magical item? What would he use to do it? A blowtorch? I know that a
Daern’s instant fortress can’t be repaired except with a wish.
A. First, although the item description for the apparatus of Kwalish includes a table that uses
the term "levitate," the item is actually a miniature submarine and has no ability to rise into
the air. The apparatus can move on land by walking on its mechanical legs, but only at rate of
3; the backward rate of 6 depends on the combined action of the device’s legs and tail, and it
works only in water. If the apparatus suffers 200 hp damage, one side collapses and the device
becomes completely inoperative. It would be entirely reasonable to require a wish to repair
damage to the apparatus, but the DM might allow an armorer (not just a blacksmith) to repair
the device at the rate of one hit point a day. Each point repaired should cost 150-200 gp (for
unusual materials, special fuels, and intense labor). Also, the armorer should make one
proficiency check, and the apparatus should attempt a saving throw vs. crushing blow (an
apparatus of Kwalish makes item saving throws as metal, with a +2 bonus). Make the
proficiency check first, at the beginning of the process. If the check fails, the armorer cannot
repair the current damage to the particular apparatus he’s working on, though he could try to
repair another apparatus or new damage to the current apparatus. Make the saving throw at
the end of the process; if the device fails its item saving throw, something goes awry and the
item ceases to function, regardless of the success or failure of the repair attempt. Also, you
might note that the apparatus can hold only two man-sized creatures. There might not be room
inside for the character and all his treasure equipment, especially if it includes about two
dozen long bows.
Q. A PC attempting to hurt a spectre had no magical weapons but did have a shield +4, so he
attempted to bash the spectre with his shield. Does the spectre suffer damage? If so, how
much? And what about a ninja whose hands count as a +1 weapon? Will he be level drained
when he hits?
A. If your campaign allows shields to function as weapons, then an enchanted shield counts as
a magical weapon when used to attack , the item has a magical aura that can overcome an
opponents resistance to normal weapons. The PLAYER'S OPTION™: Combat & Tactics
book includes information on the damage shields inflict when used as weapons. If you don’t
have this book, just assume the shield inflicts a moderate amount of damage, say 1d3 or 1d4
points. Note that many DMs do not give enchanted shields damage or attack bonuses when
characters use shields to attack. If a creature counts as a magical weapon, it can attack and
damage creatures hit only by magical weapons, provided their immunity is not stronger than
the attacking creature’s "plus." The attacker may or may not be subject to special damage
when striking an opponent. A character striking a green slime, for example, can expect to get
some slime on his hand. In the case of energy-draining undead, however, the energy drain
occurs only when the undead monster makes a successful melee attack vs. the defenders
normal Armor Class. Creatures do not suffer any energy draining when striking the undead
creature with fists or natural weapons.
Q. I have been reading "Sage Advice" for some time now. And I wish you to keep up the
good work I would like to give my own interpretation on the frisky Chest spell as discussed in
issue #225. The problem was that the DM thought the spell would have to cause the object to
run from the players who were trying to get it out of the dungeon. Think on this, the spell was
made to stop people from stealing the object it is cast on, so the only thing that should cause
the statue to move is a titan or large dragon. I mean, what character, or even group of 10
characters, is able to steal a statue that weighs several tons? Try this next time the players use
that ploy. When they go up to "spook" the statue into moving, have it just stay there. ’If you
really want to be cruel have the statue scare them into backing off. What player wouldn’t have
his character run from a giant statue of gold that could squish him like a bug. I would not let
the players use this to create golems, but it will stop them from stealing the statue.
A. I think players who cast frisky chest on a statue might have reason to gripe if the statue
moves toward them. On the other hand, the deity granting the spell might object to the spell’s
misuse and decide to play with the characters’ minds a little.
Q. If you ever feel stressed with all the questions you get, stuff 29 tiny marshmallows up your
nose and try to sneeze them out. Wouldn’t that make things easier for you?
A. Nah, deciding which nostril gets the odd marshmallow would cause too much stress.
Q. What does a DM do when he has a 10-year-old player who has a character with high
Intelligence and Wisdom scores and the player can’t answer a riddle which the character most
likely would be able to figure out?
A. Believe me, its not only 10-year-olds that can have characters smarter than they are (see
next question). If a player becomes frustrated with a riddle or puzzle and suggests that his
character could solve it, its okay to allow a Wisdom or Intelligence check to determine
whether the character figures it out. The DM also can suggest an ability check if a the party’s
failure to solve a riddle or puzzle threatens to derail the adventure. The DM should decide
how difficult the solution is and assign an appropriate modifier to the ability check. It usually
best to allow the party only one roll to find the solution, though if several characters are
working on the problem, you can allow the character making the check a bonus, say +1, for
each helper. As an alternative, you could allow each character involved with the riddle a roll
but require a certain number of successes for the party to solve the riddle as a group. In any
case, if the roll fails the group should have to wait at least a day before attempting another
roll. Particularly difficult riddles or puzzles might, allow a roll only once a week, once a
month, or even longer.
Q. What happens if someone is foolish enough to swallow an entire vial of sovereign glue? I
killed the genius mage who did it with no saving throw.
A. Here’s another case of the character probably being smarter than the player (see previous
question). No matter how foolish the player is, the character is pretty much bound to notice
that ’the viscous liquid sliding over his lips and tongue isn’t drinkable. I suggest a saving
throw vs. poison to determine whether the character has the presence of mind to spit out the
stuff. If the player was dopey enough to say his character was slamming down the glue, you
might want to assign a penalty to the saving throw, say -4. If the character spat out the glue,
he probably should suffer no lasting consequences, as the glue takes a full round to set (see
item description in the DMG), though the DM is fully justified in assessing some temporary
penalty, such as the character’s lips being glued together until the character spends a round
prying them apart. Alternatively, the container of glue could wind up stuck to the character’s
lower lip. If the saving throw failed, the character might die, or he might be rendered unable
to speak (tongue glued to the roof of the mouth or tongue glued to the glue bottle) until he can
arrange to have the glue dissolved with universal solvent or oil of etherealness. Note that even
a casual inspection should reveal that sovereign glue isn’t drinkable.
Q. The description of the priest spell cure disease says: "Note that the spell does not prevent
reoccurrence of a disease if the recipient is again exposed." Third level is a little low to expect
the spell to create permanent. disease immunity, but if the spell is cast later in the course of
the disease, wouldn’t the recipients immune system have developed at least some antibodies
(if it’s a normal disease), or does the spell supersede this?
A. Receiving a cure disease spell does not automatically make the recipient permanently
resistant to whatever ailment laid him low. On the other hand, the spell also does not
necessarily prevent the recipient from developing resistance or immunity to the disease either
(but the DM can play it that way if he wants to). I recommend that if a creature gets a disease
and receives a cure disease spell before the symptoms fully manifest themselves, the
creature’s system has no time to develop any special resistance to the disease. If a character
with a full-blown disease receives a cure disease spell, the DM might grant the character
resistance to or immunity to the disease if the DM also determines that the creature would
have recovered without the spell.
Q. Can a paladin still lay on hands if his hands are cut off?
A. Yes. The paladin need only touch someone to heal damage or cure disease. Many DMs
might wish to require the paladin actually to use his hands (as opposed to his nose, his feet, or
whatever) to prevent abuse of the power. In the case of a paladin who has lost his hands, the
stumps or even prosthetic hands , provided they are no larger than a normal hand , count has
"hands" for purposes of using the paladin’s healing powers.
Q. You have answered past questions on character hit point increases according their level
advancement with the statement that characters learn to "roll with the blows" etc. rather than
having an overall tolerance of more wounds. If this is the case, why don’t priest healing spells
work more effectively with higher level characters and why don’t higher level characters heal
naturally faster?
A. A healing spell repairs the same amount of "damage" no matter who receives it. It’s true
that hit points a character gains as he rises in level do not represent the character’s slow
transformation into a mass of indomitable flesh. Instead, the characters resistance to damage
comes from an increasing ability to avoid fatal injury through skill or just plain luck. A high-
level character who has endured a series of blows still collects his share of cuts and bruises,
but the blows that delivered those cuts and bruises would have slain a lesser mortal. Consider
two characters, one with 10 hit points and one with 110 hit points. If the first character suffers
two hits that each inflict five hp damage, he has one or two very large wounds and the damage
to his body is either mortal or life threatening (depending on what optional rules the campaign
uses). If the character with 110 hit points suffers 20 five-point hits, he has around 20 minor
cuts, scrapes, and bruises, but remains otherwise healthy. Some of the characters "wounds"
might not be visible at all , the character might simply have strained himself a bit while
getting out of harm’s way. The situation is similar to what happens to you when you overdo
some physical activity and wake up with aches and pains the next morning.
Q. Can you bring back a character from negative hit points with a shocking grasp spell? If so,
what are the rules and where is it written?
A. I strongly recommend that you allow the geographical kits to be combined only with kits
from the Complete Fighter’s Handbook. Kits presented in other books are constructed in such
a way that they make the geographical kits moot. The priest kits from Warrior and Priests of
the Realms cannot be combined with any other kits regardless of the source.
Q. What Hit Die does a character with the crusader kit from the Spells & Magic book use?
Q. A paladin in my game lost his special warhorse. One of his fellow paladins, however,
decided to breed his own warhorse and give the first paladin the foal. When will the foal be
suitable for use as a mount?
A. Given proper training (which starts at birth) most horses become ready to carry riders at
about age three. Once the horse has been broken to the saddle, it needs two more years of
training to serve as a war mount (it’s ready by age 5). Once trained for war, the horse
probably would remain serviceable until age 24 or 25, at which point it would be too old for
any heavy work. Note that a mount acquired in this manner probably could not serve as the
paladin’s special mount. However, if the DM decides the horse is an exceptional specimen, he
could devise an adventure in which the paladin discovers the animals special qualities and
creates a bond with it.
Q. When using the channeling and fatigue rules from the Spells & Magic book, how are Quest
spells (clerics) and True Dweomers (wizards and clerics) handled? Does the use of a priests
spell like granted power cause a cleric to become fatigued? If so, what level of fatigue does
the priest suffer? Do creatures who have innate spell-like abilities suffer from fatigue when
they use these powers? If so, what level of fatigue do they suffer?
A. True Dweomers never become available through the expenditure of spell points or the use
of channeling. That is, characters of less than 20th level and 18 Intelligence (or Wisdom)
cannot use spell points to cast True Dweomers. Neither can a character normally allowed to
cast True Dweomers increase the number of True Dweomers available on a given day through
the use of channeling or spell points. Preparing or casting a True Dweomer does not cause a
channeler fatigue, but the channeler must be fresh (suffering from no fatigue penalties at all)
to prepare or cast a True Dweomer. Quest spells are similar to True Dweomers in that
characters cannot acquire them through channeling or the expenditure of spell points,Quest
spells only come as a direct favor from a priests deity. Generally, deities will grant Quest
spells only to fresh (not fatigued) channelers, but once granted a channeler can cast a Quest
spell so long as he is alive, conscious, and not mortally fatigued. Likewise, a priests granted
powers and the innate spell-like abilities of certain creatures function independently of spell
points or channeling. So long as the user has not expended his normal allotment of granted or
innate powers, they remain available provided the user also is not dead, unconscious, or
mortally fatigued.
Q. Page 28 of the Complete Book of Humanoids says that Firbolgs inflict double damage
when using weapons of their own make, provided they wield them in both hands. Now, Table
7 (from the back of the book) lists the giant-kin mace at 1d8 x 2/1d6 x 2 and the giantkin two-
handed sword at 1d10 x 2/3d6 x 2. Are these damage amounts doubled because of the
Firbolg’s special ability or because they are double sized versions of human-sized weapons? if
it is the latter, then why aren’t the giant-kin halberd and dagger listed as "x 2" instead of
raising the damage die (which is how they appear on Table 7). if the former, does the damage
get doubled again if Firbolgs use them two-handed?
A. There doesn’t seem to be a consistent pattern to the damage ratings given on Table 7. As
you point out, the damage ratings for maces and two-handed swords seem to reflect the
Firbolg racial ability to cause double damage; but, the arrow, dagger, and halberd seem to
have been "upgunned" to reflect their larger size. To make the Firbolg special ability more
consistent with the descriptions for the various races of giants presented in the MONSTROUS
MANUALS tome, I recommend that you use the regular damage ratings from the Player’s
Handbook for the halberd, mace, and two-handed sword. If a Firbolg character wants to claim
his racial damage bonus, he can double only the man-sized damage rating for these weapons.
See the answer to the next question for details.
Q. The Complete Book of Humanoids lists all giant-kin weapons as size G,even the dagger. Is
this correct? My group uses the critical hit tables from the PLAYER’S OPTION: Combat &
Tactics book, so we need to know.
A. I recommend the statistics in the chart on this page for all the weapons included on Table 7
in the Complete Book of Humanoids.
Q. What experience point progression chart do shamans and witch doctors use? Please don’t
tell me to use the wizard or priest charts in the Player’s Handbook these classes are extremely
limited and weaker than their human counterparts. What are the numbers of initial weapon
and nonweapon proficiencies for a shaman? At what levels do shamans receive more
proficiencies? Likewise, what is the number of initial weapon and nonweapon proficiencies
for a witch doctor? What levels do witch doctors get more proficiencies? Shouldn’t all this
information be included in the Complete Book of Humanoids?
A. Sorry to disappoint you, but shamans and witch doctors are priests. That’s why these two
classes always appear in the Priest section of each race’s Class Restrictions table in the
Complete Book of Humanoids. The opening paragraphs of the shaman and witch doctor
descriptions (see CBH, pages 78 and 79) also make it pretty clear that these characters are
types of priests. I recommend using the cleric experience table for shamans and the druid
experience table of witch doctors. It may seem unfair to put these characters, with their
meager spell selections, on the same experience tables with their human and demihuman
counterparts, but life can be tough when you’re a humanoid. Both shamans and witch doctors
gain proficiencies at the normal rate for priests.
Q. Witch doctors can select only one school of magic for mage spells. Can they select one of
the elemental schools or the wild magic school from the Tome of Magic? The Player’s
Handbook says the minor divination school is available to all wizards. Is this lesser school
available to witch doctors in addition to their main school of study? If not, how do witch
doctors obtain the spell read magic to translate new spells for their spell books?
A. A witch doctor’s school of wizard spells can be anything the DM thinks suitable for the
character’s tribe. The traditional schools of magic from the Player’s Handbook and the
elemental schools from the Tome of Magic should work fine. The schools of metalism, and
shadow (schools of effect from the Spells & Magic book) and the schools of geometry and
song (schools of thaumaturgy from the Spells & Magic book) also might fit witch doctors
well. The school of wild magic is the product of a long academic effort and I don’t
recommend it for witch doctors. Witch doctors are priests, not wizards, and don’t gain
automatic access to the school of lesser divination (or to the school of universal magic from
the Skills & Powers book). There’s no reason to assume witch doctors use spellbooks. As
unusual priests, they might receive their spells after meditation, consultation with spirits, or
any other manner suitable for their tribes. Even if they use spellbooks, it’s a good bet they
don’t look anything like a traditional wizard spellbook does. A witch doctor’s spellbook
might be a collection of fetishes, a set of runes, a collection of oddly shaped pebbles, or
anything else the player and DM can dream up. Likewise, a witch doctor could gain new
wizard spells through direct insight (much as priests do) or through some other non literary
means,the read magic spell is not a necessity for witch doctors. Note that a witch doctor who
does not have access to the read magic spell cannot employ scrolls.
Q. The Blind-fighting proficiency in Skills and Powers is listed with no success rating. The
description of the skill in the text states that a successful proficiency check allows the
character to move at a normal rate through the dark, but how can one make a proficiency
check for a skill with no success rating?
A. The base score for blind fighting is 9, but remember that a proficiency check isn’t
necessary to fight, just to move normally through darkness for one round. A failed proficiency
check imposes no penalties on the character.
Q. The DM™ Option:High-level Campaigns book says very specifically that the highest level
of experience a PC can obtain is 30 and that THAC0 doesn’t advance after 20th level. The
FORGOTTEN REALMS setting is obviously a exception to these great rules, but one of my
players keeps on banging me on the head with the FORGOTTEN REALMS Faiths & Avatars
book (I run a FORGOTTEN REALMS campaign), which specifically states that maximum
level of advancement for PCs is 40 and THAC0 continues to improve till that very level. I
don’t know how to keep up ruling against such a mighty power as a FORGOTTEN REALMS
rulebook with only a simple advanced general rulebook to shield me. Help!
A. The FORGOTTEN REALMS setting is a place with rules of its own. The tables on page
22 of Faiths & Avatars are intended to supersede High-level Campaigns for FORGOTTEN
REALMS campaigns. For example, level 40 is the limit for mortal advancement in
FORGOTTEN REALMS campaigns. On the other hand, you’re the DM. If you like the rules
in the High-level Campaigns book use them. Being the DM is all the armor you need.
Dragon #240 wrote:
Q. The Complete Bard’s Handbook lists thief/gypsy-bard as an allowable multiclass
combination. What thief skills do these characters have, and how do you calculate the skill
scores? If two skills are the same, do you just use the higher one?
A. A thief/gypsy-bard would have the eight basic thief skills from Table 26 in the Player’s
Handbook (PHB). To determine the base score for each skill, compare Table 26 in the PHB to
Table 7 in the Complete Bards Handbook; take the higher of the two base scores if both tables
show the same skill. Give the thief/gypsy-bard 40 discretionary points to round out his skills,
then adjust all skills for race, Dexterity, and kit. As the character increases in level, add
further discretionary points as the character earns them. That is, the character adds 30 points
each time he gains a level as a thief and 15 points each time he gains a level as a bard.
Q. Thieves can speak Thieves Cant. Do they gain it without spending any proficiency or
intelligence slots, or do they have to spend a slot?
Q. Some spells listed in the PHB and DRAGON® Magazine are capable of being (and are
supposed to be) cast for persons other than the caster. Others are somewhat ambiguous as to
whether they can work for someone other than the caster, find familiar being one of them.
Can find familiar be cast for someone other than the caster (such as a master wizard on behalf
of an apprentice)? What if the spell recipient is not a spellcaster (or at least not a wizard
spellcaster)? What kind of benefits (if any) would he or she receive? And what about other
spells, such as the animal companion spell? The description infers that the spell is for the
caster, but the information in the "statistics" portion says that the area of affect is the creature
summoned. Which takes precedence? The text of the description or the stats?
A. A find familiar spell allows the caster to summon a familiar and bind the creature to
himself. The caster cannot assign the familiar to anyone else. Neither a spell’s statistics nor its
description "take precedence" when trying to decide whether a spell can be cast on another’s
behalf. One must use common sense. In most cases, the spell’s description is far more useful
than its statistics because the text tells you what the spell does. For example, dispel magic
cancels other magic within its area of effect. It makes no difference who casts the spell. On
the other hand, charm person makes the recipient loyal to the caster. A character might wish
to charm someone on another character’s behalf, but the recipient feels loyal to the caster, not
to some third person the caster designates. Sometimes, however, a spell’s statistics can settle
the issue pretty well. Any spell with a range of "touch" can be cast for another’s benefit. On
the other hand, a spell with a range of "0" always affects the caster, and any powers the spell
grants cannot be transferred elsewhere no matter what the spell’s description might imply; the
spell’s area of effect might be large enough to affect multiple creatures, but if the range is 0
the spell always must be centered on the caster. Perhaps the statistics for the find familiar
spell should read: Range: 0; Area of Effect: 1 creature within a radius of 1 mile per caster
level.
Q. Your recent attention to frisky chest and similar spells has suggested a possible flaw in the
Tenser’s floating disc spell to me: What sort of surface do you recommend for the floor that
the disk needs to be above? It would seem to be incredibly easy for someone simply to throw
a weighted rock across a chasm and use the disk to ferry people across without causing the
disk to disappear due to the lack of floor, simply by using a thick rope. This would seem to
reduce the use of telekinesis or fly as a lot of the effects that these are commonly used for are
superseded by the increased duration of the disk and the fact that it can be used on inanimate
objects such as burning flasks of oil, as long as they are within the spell range. Images of
hoards of low-level mages arriving in town sitting on disks, and of sneaky mages getting the
disks to carry caltrops and acid into dangerous areas and then causing the disk to disappear by
causing it to rise more than three feet from the ground come to mind.
A. If you want to restrict abuse of Tenser’s floating disc heavily, you can simply rule that the
disc winks out unless the surface beneath it is capable of supporting a normal human walking
at a normal pace. This rules out not only ropes but also water, quicksand, lava, and all sorts of
surfaces the caster might encounter while using the spell. For most campaigns, however, a
more reasonable ruling might require a surface that could conceivably support the empty disc
itself assuming it were a physical object. Tightropes would still be out, but water (at least
calm water), mud, quicksand, and the like would be okay. As a method for scattering items on
the ground, a Tenser’s floating disc would be useful in some cases, but not in others. The
caster himself, for example, could strew caltrops much more efficiently than the disc could
because the disc would drop the whole load in the same small (about three feet wide) area.
Anyone encountering the resulting pile of caltrops probably would see them and easily avoid
them. Flaming oil won’t work particularly well with the disc either. One flask of oil makes a
puddle three feet wide (see Table 45 in the DUNGEON MASTER® Guide), which is
exactly the width of the disc. The disc is slightly concave, so it should carry the oil along
without sloshing. A second flask, however, would overflow the disc,it’s slightly concave.
Further, lighting the oil and moving it into position will cause only minimal damage to
whatever happens to be underneath when the disc vanishes,very little will actually be under
the disc, as it never floats more than three feet off the ground. Also, remember that a direct hit
from burning oil inflicts 2d6 hp damage on the first round. If a party fills a disc with oil, lights
it, then drops it somewhere, the best they should get is a splash hit (1d3 hp damage). Since the
oil is splashing, I’d make every creature within five feet of the point of impact attempt a
saving throw vs. paralysis to avoid the damage. It’s possible that a tiny creature,or an
immobilized one could suffer a direct hit, but if the party lights the oil before moving the disc,
then the damage still should be only 1d6. If the party dumps the oil from the disc, then lights
it, they could inflict the full 2d6 hp damage, provided the target is small enough and slow
enough to be under the disc when it vanishes. The disc could carry quite a lot of acid or holy
water, say five vials worth. Still, the disc floats only three feet off the ground and moves at a
fairly poky movement rate of 6. Again, the best the party can hope for is a splash. In this case,
I’d recommend a saving throw vs. paralyzation for every creature within five feet of the point
of impact, with failure resulting in 1d3 splash hits (1 hp damage each). Of course, an
immobile creature caught under the disc would suffer five hits (2d4 hp damage each). All the
foregoing might seem stingy, but there may very well be cases where the party is better off
forcing the opposition to attempt saving throws rather than trying to score missile hits, and
there’s no chance of the containers failing to break. Also, opponents with no room to move
out of the disc’s way would just be splashed, no saving throws.
Q. A couple of nights ago, some friends and I were playing a game in the RAVENLOFT®
setting, and we faced a zombie lord. This monster has an aura that can cause several different
effects, one of them being weakness (as per spell). The problem was we couldn’t find a
weakness spell in any book we own. Is this ability a printing error, or do we just not have the
book it’s in?
A. In this case, treat weakness as a reversed casting of the 2nd-level wizard spell strength. Not
that strength is not normally reversible; it just provides an easy to use game mechanic.
Q. Will a stoneskin spell protect the recipient from the effects of non-spell critical hits?
A. Yes. If the spell negates the basic damage from a hit, it negates any additional physical
effects involving cuts, pokes, or impact from that hit. Touch delivered spells are not negated,
nor are magical effects, such as the electrical damage from a javelin of lightning (though the
1d6 hp physical damage from the javelin is). Stoneskin never negates damage that does not
involve cutting, piercing, or striking. Damage from a flask of burning oil or damage from acid
harms creatures protected by stoneskin.
Q. What happens when the recipient of a stoneskin spell also uses a fire shield spell? How
much damage would an assailant suffer if the stoneskin spell negated all the damage from his
attack?
A. If the stoneskin spell negates the damage from a blow, the attacker who delivered the blow
suffers no damage at all. Note that the fire shield spell still makes the recipient more
susceptible to certain forms of attacks (see spell description).
Q. The PLAYER’s OPTION™: Spells & Magic book allows wizards to choose priest spell
spheres as schools. If a wizard chooses the priest sphere of necromancy as a school of magic,
does he receive animate dead as a third-level spell or a fifth-level one? Also, is the limit of hit
dice that can be animated the number that may be animated at one casting or the total number
that the mage can have animated at one time?
A. The wizard gains the priest version of animate dead as a third-level spell. If the wizard also
has access to the wizardly school of necromancy, he also can learn animate dead as a fifth-
level spell. The limits given in the spell descriptions are for each casting of the spell, not for
the total number of creatures the character can have animated at once. (DMs usually find
various clever ways of making players regret collecting too many animated allies for their
characters). Finally, both the priest and wizard versions of the spell use total hit dice of the
animated creatures to determine how many creatures one spell can animate. In both cases, the
caster can animate one hit die worth of skeletons or zombies per caster level. The description
for the priest version implies that priests can animate one zombie per caster level, but that’s an
error. Both versions of the spell work just as described under the wizard version.
Q. What would a dragon do if affected by the fourth-level priest spell inverted ethics? Would
the dragon freely hand out its treasure, slaughtering those who donated to the hoard, or merely
permit adventurers to rob it blind?
A. A dragon under the effects of an inverted ethics spell would temporarily lose its desire to
hoard treasure and probably would become less jealous of what it had. Unlike the shopkeeper
used as an example in the spell description, a dragon wouldn’t allow people just to take
treasure from its horde, because it’s not in the habit of letting treasure leave the hoard. On the
other hand, an inverted ethics spell also would temporarily transform an evil dragon from a
suspicious, haughty, and violent creature into a trusting, humble, and mild one. The
transformation might just allow a party to exchange a few pleasantries with the dragon and hit
the road with their skins still intact. If anyone was foolish enough to take an item from the
hoard while the dragon wasn’t itself is most likely in for a heap of trouble when the spell
wears off and the dragon comes looking for its missing trinkets.
Q. The description of the delayed magic missile spell seems to contradict itself. First, it says
"The missile causes 1d6 hp damage for every three levels of the caster." The next paragraph,
however, says that "the initial impact deals 1d6 hp damage to the target." What amount of
damage does the first blow actually cause? Also, please clarify the line, "the staggered attacks
prevent a targeted spellcaster from concentrating on a spell." Does the continued attack
interfere with spellcasting even if the target makes his or her save and takes no damage?
A. No contradiction. The spell deals 1d6 hp damage per three levels of the caster, but no more
than 1d6 hp damage each round. Although the description in the Wizard’s Spell
Compendium, Volume 1 lists the duration as 1 round per caster level, the spell ends out when
it delivers its full allotment of damage or when its duration expires, whichever comes first. If
the target is a spellcaster, any spell he attempts is ruined if he fails his saving throw during a
round when delayed magic missile is in effect, but the spell works if the target makes his
saving throw (provided nothing else distracts him).
A. I’d say a priest would have a hard time casting any spells at all without his head, much less
less dead or resurrection. If the spell recipient is missing his head, raise dead won’t help, but
resurrection works fine.
A. In this case "evil magic" is any magic cast by an evil creature. However, the magic must be
a spell or spell-like ability still operating. For example, an inquisitor cannot detect or dispel a
cure light wounds spell an evil character has cast because the magic is only fleeting; only its
effects are permanent. Nor could an inquisitor dispel a flesh fo stone spell an evil creature has
cast. (Exactly which spells have instantaneous durations but permanent effects is subject to
some debate, and any listing of such spells can vary from campaign to campaign.) The
inquisitor could detect and dispel an evil caster’s charm person or curse spell, however.
Certain spells, such as permanency, quest, and geas either cannot be dispelled at all or can be
dispelled only by characters of higher level than the original caster-check the individual spell
descriptions to be sure. Magical items don’t qualify, as they are not spells or spell-like effects.
However, if an evil creature uses a magical item to create a spell-like effect, an inquisitor can
detect and dispel it. Likewise, magically created or animated creatures, such as zombies and
golems, cannot simply be dispelled.
Q. The description for the sixth-level wizard spell death spell gives a chart which indicates
that the maximum number of hit dice for affected creatures is 8+3. Can we assume from the
foregoing that characters and NPCs of 9th level and higher are totally unaffected by the death
spell? Does the death ray of a beholder have the same limitation on hit dice (understanding
that it only affects just one creature per round, assuming the beholder can keep using the eye
that produces the death ray)?
A. Level equals hit dice in this case, so characters of 9th level or higher needn’t fear death
spells. Technically, the beholder eye ability duplicates a death spell except that it affects only
one creature at a time, just as you point out. If you’re following the rules to the letter, that
means a beholder’s death ray slays creatures of 8+3 hit dice or less without a saving throw.
Such creatures cannot be raised or resurrected (see the opening lines of the spell description).
I have always preferred to treat the beholder death ray as a ranged slay living effect (reverse
of the fifth-level priest spell raise dead), which allows a saving throw vs. death magic but also
inflicts 2d8+1 hp damage if the saving throw succeeds.
Dragon #241 wrote:
Q. What happens when a Rogue character violates his alignment restrictions? What if a thief
becomes lawful good or a bard loses neutrality? All of their class abilities are skills, not
granted powers, so what happens to them?
A. The DM is free to impose any penalties he deems appropriate. I recommend that a thief
who becomes lawful good suffer no immediate effects, but the thief should not be allowed to
gain any further experience in the thief class. A bard who loses his neutral alignment also
should no longer be able to gain experience and should immediately lose his ability to
memorize spells. While a bard’s spellcasting ability is not a granted power, it does require a
certain state of mind that the bard loses along with his neutral alignment.
Q. According to Faiths & Avaturs and to the FORGOTTEN REALMS® Adventures book
specialty priests of Lathander are especially effective in turning undead affected by sunlight-
gaining four levels of turning ability. I’m wondering which undead are considered to be in the
aforementioned category. And how should DMs deal with special or customized undead?
A. If the undead creature’s description lists any detrimental effects from sunlight, a specialty
priest of Lathander gains the bonus levels; the description’s Combat section usually lists such
effects. The undead creatures from the MONSTROUS MANUAL™ tome that fall into this
category include banshees, spectres, vampires, wights, and wraiths. The priest retains his extra
power even against exceptional individuals that can resist sunlight. For example, a Patriarch
vampire (see Van Richten’s Guide to Vampires) remains more susceptible to turning by
specialty priests of Lathander despite its special resistance to sunlight.
Q. Are the hiding properties of a cloak of elvenkind added to a Rogue’s or rangers Hide in
Shadows skill, or are they used instead of the skill?
A. The cloaks power to hide its wearer operates independently of any concealment skill the
wearer might have. It is not cumulative with any form of the Hide in Shadows skill.
Q. The item description for the cube of frost resistance reads: "... it encloses an area 10’ per
side, resembling a cube of force. The temperature within this area is always 65 degrees F."
Does this mean that no heat-based attack can raise this temperature? A player I know was
trying to do this, saying that during a battle close to molten lava his character was not harmed
because he had a cube of frost resistance activated. I think that the temperature in the area is
raised to 65°, so heat can affect a person carrying it, but he insists that it is always 65°
regardless of the outside temperature. Which one of us is right?
A. You have encountered that most dangerous and irksome of beasts, the rules lawyer. Show
no fear or uncertainty (they can sense that and will charge, fangs and claws deployed). Look
your rules lawyer in the eye and say: "Within the field a cube of frost resistance generates, the
temperature is always at least 65º Fahrenheit, but it can be higher. A cube of frost resistance
offers no protection against heat or fire."
Q. How is the favor of Ilmater spell (from Faiths & Avatars) supposed to work? The second
form of this spell allows the priest to transfer his hit points to someone else, while absorbing
the damage that this person has suffered. What happens if the caster doesn’t have enough hit
points remaining to handle all the damage the recipient already has suffered? Can casting this
spell ever reduce the caster’s hit points to less than zero? What happens when the recipient is
at negative hit points or is suffering from a special damage effect, such as a bleeding wound
from a sword of wounding?
A. The spell caster can never give the recipient more hit points than he currently has;
however, if the campaign uses the optional rule for hovering at death’s door (see Chapter 9 of
the DMG), the caster can reduce his hit points to as little as -10 and transfer them to the
recipient. That is, a priest with a total of only 10 hit points could actually transfer 20 points to
the recipient. In any case, whenever the caster transfers enough hit points to bring his total to
zero or less, he must make a successful System Shock roll or die. If the caster’s System Shock
roll succeeds, he loses consciousness and remains so until magical healing restores his hit
points to a positive number; nonmagical healing has no effect on the caster. Likewise, if the
recipient has less than 0 hit points when the spell is cast, both the caster and the recipient must
make system shock rolls as noted above. If the recipient makes a successful System Shock
roll, he regains consciousness and can function normally, though he still forgets any spells he
had memorized. A wound from a sword of wounding prevents the recipient from benefiting
from the spell; any hit points transferred are simply lost. Otherwise, the spell heals any special
effects from wounds so long as they are purely physical. That is, the spell mends broken
bones and cures dizziness but does not cure diseases or neutralize poisons. The spell also does
not restore severed limbs, but it does halt bleeding from such catastrophic hits. A few of the
more unusual character races available to players-such as minotaurs, ogres, and most Athasian
races-can regenerate damage thanks to Constitution scores of 20 or more.
Q. What are the limits on this power? Can it regenerate the character back from death
(provided the damage wasn’t from fire or acid)? If so, is the character required to make a
Resurrection Survival roll or lose a point of Constitution?
A. No, a character with a very high Constitution score can’t regenerate back from death-once
dead, a character effectively has no Constitution score at all. Note however, that a character
hovering at death’s door (see the optional rule in Chapter 9 of the DMG) is still alive, albeit
unconscious. Characters with high Constitution scores cannot regrow lost limbs, but the DM
might allow them to reattach lost limbs if the severed member is pressed onto the stump.
Q. Can magical effects generated through innate magical abilities, such as a monster’s ability
to haste itself, be dispelled? If so, should the’ creature’s Hit Dice be used as the ability’s
casting level?
A. Such effects can be dispelled, provided the effect has a duration longer than instantaneous.
A creature’s Hit Dice usually works as a default casting level, but check the creature’s
description to be sure. A creature’s casting level is either its Hit Dice or the minimum level
required to cast its most powerful innate ability, whichever is higher. A brownie, for example,
functions as a 7th-level caster-it can employ the fourth-level Wizard spells dimension door
and confusion, and a Wizard must be at least 7th level to cast these spells. Table 7 in the
Spells & Magic optional rule book lists caster levels for many types of monsters.
Q. Does the know alignment spell work on sentient magical items, such as swords?
A. Sure, both the wizard and priest versions of the know alignment spell work on both
creatures and objects, so long as they actually have alignments and so long as no outside force
interferes with the spell. A non-detection spell, for example, defeats know alignment spells.
Q. As you pointed out back in issue #228, the fourth-level priest spell spell immunity doesn’t
work if the recipient also uses other forms of magical protection. Does this mean that the spell
recipient cannot benefit from any form of magical protection, or just not from magical
protections relevant to the current use of the spell immunity spell? For example, does a ring of
protection +1 count against a spell immunity effect vs. magic missile spells? Or do only those
spells and items directly linked to the current spell immunity effect apply, such as a ring of
fire resistance when used with spell immunity effect vs. fireball spells? One final question:
Can a character benefit from more than one spell immunity effect at a time?
A. A spell immunity spell does not function with any other form of magical protection,
including itself. It doesn’t matter what form the magical protection takes. The DM might want
to designate certain exceptions, such as magical armor or bracers of defense, but anything that
provides a universal saving throw bonus (such as a ring of protection) or which renders the
user immune or partially resistant to a specific attack form (such as a ring or warmth or a ring
of fire resistance) should interfere with spell immunity,
Q. Which of the following defensive priest spells work cumulatively with each other: bless,
protection from evil, aid, chant, prayer, strength of one, defensive harmony? Or can they all
function together? I am experiencing abuses by PC priests who can cast these spells together.
Two priests can transform a party into an unbeatable killing machine.
A. Generally speaking, a creature or character cannot benefit from multiple defensive bonuses
from similar sources. I suggest allowing protection from evil to work with anything else on
your list. Chant and prayer can work together, but only when there are two different casters of
the same sect (see spell descriptions); otherwise, I’d treat bless, aid, chant, prayer, and
defensive harmony as progressively more powerful versions of the same effect-only the most
powerful works for any recipient. Note that a single character could enjoy the offensive
benefits of a prayer spell along with the protective benefits of defensive harmony, and that aid
still grants temporary hit points even when other spells render the combat bonuses it provides
moot. Strength of one is a purely offensive spell that increases its recipients’ Strength bonus
to damage; it works with other offensive bonuses according to the principles outlined above.
Dragon #242 wrote:
Q. The description for the polymorph other spell says that a polymorphed creature does not
gain any magical or special abilities that go along with its new form unless a mental change
occurs. When the spell recipient gains the new form’s mentality, it gains the form’s magical
and special abilities and resembles a genuine version of the creature. Does that include hit
points and Hit Dice? How are hit points assigned? How long does the process take? What
happens to a creature that has undergone the mental change and then becomes subjected to a
successful dispel magic effect? Does the restored creature retain any abilities from the
assumed form?
A. Once the mental change takes place, a polymorphed creature gains all the assumed form’s
abilities: Hit Dice, Armor Class, combat abilities, magical abilities, and so on. The DM can
re-roll all the creature’s hit points or can simply roll all the Hit Dice the creature has gained
(or lost) and add (or subtract) the result from the creature’s old hit-point total. Technically, the
polymorphed creature gains all its new abilities the instant its mentality changes, though some
DMs might require some time before the creature can use them. I’d suggest one day to one
week per ability, depending on how difficult it is to use. The DM rates each ability’s difficulty
and decides the order in which they become available. In any case, the mental change is
permanent. The creature’s newfound abilities, however, remain dependent on the polymorph
other spell. If the effect is dispelled, the creature reverts to its natural form and loses all
abilities that went with it,even purely mental abilities and other powers that the creature’s
natural form could sustain. Nevertheless, the creature firmly believes the assumed form to be
its natural one. A wish can remove the delusion. Some DMs also allow heal or restoration
spells to do the trick.
Q. Suppose my character casts a prayer spell on himself. If some enemies come into the spells
area of effect after my character finishes the spell, does my character gain the spell’s bonuses
against them so long as the spell is still in effect? Do the newly arrived enemies suffer the
spell’s penalties against my character? What about my character’s allies?
A. Everyone in the area of effect at the instant a prayer spell is cast is affected for the duration
of the spell. Those not in the area of effect when the spell is completed are unaffected. All the
casters allies gain the listed bonuses (see spell description in the PHB). If these characters
subsequently encounter foes who have not been affected by the prayer spell, they gain all the
spell’s bonuses, but the foes suffer no penalties from the spell.
Q. It seems to be an old question, but the question of an elf’s resistance to sleep and charm
spells has raised its ugly head our local campaign. Does elf resistance count against any spell
of the school of Enchantment/Charm or only against the spells charm person, charm monster,
and sleep? If it works against the whole school of Enchantment/Charm, I do indeed think that
the race of elves is far too strong to be a player character race and thus should be banned from
play.
A. Yeah, its an old question, one the Sage has answered before, but here’s a better answer: An
elf’s resistance applies to spells and spell-like effects that allow continuing control over the
recipient. These include charm person, charm monster, domination, fire charm, a vampire’s
charm gaze, a harpy’s song, and many others. An elf’s resistance does not apply to effects that
allow limited control or impose a disability, such as command, hold person, suggestion, quest,
or geas. Nor does an elf’s resistance prevent outside influences from usurping control of the
body, such as magic jar. Any effect that causes the recipient to fall into an enchanted slumber,
such as the sleep spell or the sleep effect of the eyebite spell, is subject to elven resistance. If
an opponent uses a command or suggestion spell to induce an elf to fall asleep, the elf does
not gain the benefit of his resistance, but the resulting sleep is not "magical" sleep, and the elf
can awaken in response to loud noise, general discomfort, or the like.
Q. With the special link between familiars and wizards, could a familiar who has the
intelligence to scribe, memorize and learn spells, attempt to learn a spell its master knows? If
the wizard failed to learn a particular spell, could his familiar try to learn it?
A. No and no.
Q. What is the deal with the listing for monster summoning VIII in the back of the Monstrous
Manual™ tome? As far as you’ve let us know, monster summoning VIII is the highest
possible (because it’s a ninth-level wizard spell).
A. There actually are some spells higher than 9th level out there (true dweomers, psionic
enchantments, and elven high magic to name a few). However, there is no monster
summoning VIII spell. The listing in the MONSTROUS MANUAL tome is an error, but I’ve
always found it useful as an alternate list for the monster summoning VII spell.
Q. In the Player’s Handbook, it is said that paladin can turn baatezu, tanar’ri, and other lower-
planar scum. How does the ability work? Are the creatures affected like undead of similar Hit
Dice, or is turning them more difficult?
A. Use the "Special" line on Table 61: Undead Turning for lower planar creatures unless the
creature’s description says to use another line. Note that paladins themselves can be turned by
evil priests. The priest functions as though he were three levels lower than his actual level and
uses the line appropriate for the paladin’s hit dice.
Q. f a spell has an open-ended duration, one not dependent on time, such as armor,
invisibility, or contingency, can a character cast these spells and then re-up with new spells on
the following day? Or do these spells take up a spell slot while they last?
A. A spell vanishes from the caster’s memory the moment it’s cast, not when it ends. So, yes,
a character can rememorize a spell he currently has running. Note, however, that some of the
spells on your list have finite durations. Invisibility, for example, has a maximum duration of
24 hours (see spell description), and contingency lasts a maximum of one day per level of the
caster. I strongly recommend that you limit armor to a maximum duration of one day, too.
Q. If a character dies from a poison with an immediate onset time, can a neutralize poison or
slow poison spell save him if cast on the following round? If not, then it would seem that the
vast majority of creatures with these poison types are excessively deadly. Neither of these
spells helps the recipient unless applied before the poison takes effect. Although the
DUNGEON MASTER® Guide clearly indicates that the effect of a poison with an
immediate onset time is felt the instant it is applied, it’s best to allow a slow poison or
neutralize poison spell to save a poisoned creature from death if cast during the same round
the recipient was poisoned. The poison might take effect immediately, but the recipient
doesn’t necessarily die instantly.
A. Yes, creatures that have venom with an immediate onset time are quite deadly,something
people who design monsters overlook all too often.
Q. Exactly how does a character with the healing and herbalism proficiencies tend to a
poisoned character? The PHB says they must tend them the round immediately following the
poisoning and for the next five rounds. My question is, exactly when is the saving throw
made? Immediately when poisoned? Delayed until the end of the tending? Re-rolled after the
tending? Since timing is everything and nothing is certain, this has caused considerable
difficulties in our campaigns (we all handle it a different way).
A. The healer or healer/herbalist must drop everything and tend the poisoned character during
the round when he is poisoned and for the next five rounds. The poisoned character makes his
saving throw at the end of the five rounds, not when initially poisoned,the healer must commit
to the attempt to cure the poison before he knows what the result will be. If the group has a
healer, it’s incumbent upon the DM to make sure the poisoned character doesn’t roll a saving
throw too soon. If the poisoned character has received a slow poison spell, you might allow a
character who has already failed a saving throw vs. poison a second saving throw if a healer
or healer/herbalist tends him before the spell ends.
Q. If a poison is classified Injected, can it be used to coat a weapon? Since "Injected" means it
must be put directly in the bloodstream, I think any successful hit (at least 1 hp damage) will
count as the poison being injected, since that hit has drawn blood. (You don’t coat your
hammer with poison.) I know the creature struck has to attempt a saving throw vs. poison, but
what damage will the poison cause if the saving throw fails? What happens if the saving
throw succeeds? Does the amount of damage the blow inflicted have any effect on what the
poison does? Also, how long does the poison last once it’s applied to a weapon, and how long
does it take to poison a weapon?
A. Yes, Injected poisons can be "injected" with a successful attack by a piercing or slashing
(type P or S) weapon coated with the venom. For game purposes, blunt (type B) weapons
can’t inject poison. While not every "hit" in AD&D game combat necessarily draws blood,
it’s best to require a creature struck by a poisoned weapon to attempt a saving throw vs.
poison anytime a poisoned weapon hits and inflicts damage; though the DM could introduce
some additional mechanic, such as a minimal amount of damage (say at least 3 hp damage) or
a high attack roll (perhaps a attack roll of 16 or higher or an attack score at least three points
higher than the minimum needed to score a hit). Once the attack delivers the poison, the rules
on poison from the DMG (Chapter 9) take over, and any damage the weapon inflicted
becomes moot. Just roll the saving throw and apply the result. Note that most poisons can
inflict some small amount of damage even if the recipient makes a successful saving throw.
The DM has to decide how long a poison remains dangerous once applied to a weapon. I
suggest no less than one turn and no more than one day. Use the shorter time for simple
liquids that the user just slaps on and the longer time for specially prepared venoms that won’t
rub off or evaporate readily. One successful hit with a poisoned weapon should effectively
wipe off all venom, as should exposure to large volumes of water, intense heat, or similar
conditions that could remove the venom. It takes a full round to apply venom to a weapon (no
movement or other significant actions allowed), and a character can apply poison that quickly
only if the poison is readily at hand. Small weapons, such as arrows or quarrels can be
envenomed 10 at a time. Many referees I know require characters carrying poisoned weapons
to attempt saving throws vs. poison every turn or hour to see if the character has scratched
himself or had some similar mishap. Success means nothing happens to the character. Failure
means the character has poisoned himself.
Q. The characters in my game recently came upon a room where they found a few furnishings
and a "cloak" hanging on a peg. At a suggestion form another player, the party thief tried on
the "cloak" only to find that it was a cloaker! The monster proceeded to make mincemeat out
of the thief, and then the rest of the party. Now I’m wondering, should I have rolled to see if
the cloaker was surprised?
A. Assuming that the cloaker wasn’t aware of the party before the characters entered the
room, and wasn’t asleep or otherwise distracted, this is what I would have done: When the
party first entered the room, I would have checked to see if the cloaker was surprised (not
when the thief grabbed the cloaker). Since cloakers spend most of their lives waiting for prey
to stumble by, I would have given it a +2 bonus to the roll, as it was prepared to make an
attack. If the cloaker had been surprised, I would have decided that the party caught it off
guard and that it snapped to its senses when the thief grabbed it. Note that the party would not
be aware of the cloaker until the thief woke it up even though they had surprised it. If the
party had not surprised the cloaker, I would have assumed that the cloaker ambushed the party
(see PHB, Chapter 11), giving it a free attack on the thief, with no defensive bonuses for the
thief’s Dexterity and a +2 bonus for a rear attack (because the thief was literally trying to wear
the cloaker). In any case, I would have had the party roll for surprise only when they actually
discovered the cloaker, The cloaker could have made two free attacks before there was an
initiative roll,one when the thief tried to put it on (provided the cloaker was not surprised
itself) and one more if the party was surprised.
Dragon #243 wrote:
Q. Exactly who can use wearable magical items? For example, could a magic ring fit a gnome
and would it alter enough in size to fit a giant. I know armor will only adjust about six inches
or so, but I could swear that I read somewhere that other wearable items, such and rings,
bracelets, necklaces etc. could fit any size from titan to gnome. Could you help me out.
A. The DMG contains a table for determining what size armor is (in Appendix 3); use that
table for defensive items such as bracers. Sizes are assigned by race, and elven chain mail has
its own table. There is no six-inch adjustment. If the armor fits a character’s race, it fits the
character. Of course, if your character is unusually large or unusually small for her race, the
character might have a hard time finding any kind of armor that fits. Some magical items do
change size to fit the wearer. Gauntlets of ogre power, for example, grow or shrink to fit
halfling- to human-sized hands. All magical boots expand or shrink to fit wearers from
halfling to giant size (see the notes on categories of miscellaneous magical items in the
DMG). Beyond these specific examples, there is no general rule for item sizes. Your DM can
decide that on his or her own. In campaigns where magic is rare, its best to allow considerable
latitude in this matter; otherwise, the PCs won’t be able to use what little magic they find. In
some cases, an item will fit a large range of creatures without altering its size at all. For
example, a ring that a gnome or halfling character might have to wear on her thumb might fit
on an ogre’s pinkie.
Q. When using the PLAYER’S OPTION combat system from the Combat & Tactics book,
how do you decide exactly when a character attacks when he uses two weapons? Let’s say a
character uses two long swords (being ambidextrous and a twoweapon style specialist). The
section on phases states that both long swords will hit in the average phase. If that is the case,
what happens if the creature being attacked dies from damage caused by the first weapon? Is
the person required to follow through with the second attack and waste it (as that was his
declared action), or can he redirect his other attack on a nearby creature that phase or at a later
phase that same round. My reasoning here is that both attacks occur simultaneously and
therefore hit at the same time (or so close together as to be simultaneous for game purposes)
and that a character can’t really tell which one was the killing blow quickly enough to switch
targets in one round. Another person in the gaming group reasons that a character wouldn’t
follow through with an obviously futile attack when there are more pressing concerns in a
fight (that is, other foes). Any help you could give me regarding this would be immensely
helpful.
A. Which one of you is the DM? That person is "right." I’m inclined to favor something like
your first suggestion. The character has to declare where his two attacks are going. If that
results in overkill, too bad. The character could opt to delay one attack until a later phase, but
he’s got to do that before he sees the results of the first attack. In cases where a character uses
two weapons that don’t have identical speeds, the combined attack comes on the slower of the
two phases and still occurs (effectively) simultaneously. In any case, if the character wielding
two weapons is threatening two or more opponents, he can direct his two attacks at two
different opponents, but must decide to do so before rolling any dice to resolve the attacks.
Q. In the PLAYER’S OPTION combat system, does a character who is casting a spell while
threatened (adjacent to an armed opponent) trigger an attack of opportunity?
A. Spellcasting does not trigger an attack of opportunity.
Q. Can you explain exactly how to assign hit points, proficiencies, class abilities, and armor to
multi-classed characters?
A. A multi-classed character’s abilities are subject to considerable debate, even at TSR, inc.
Here are some recommendations and observations on the matter: For hit points, roll all the
PC’s Hit Dice, adjust each die for Constitution, and note the total somewhere. A character’s
hit-point rating is the average of all the dice (the total divided by the character’s number of
classes). Drop all fractions, but don’t discard the total (you’ll use it to help determine the
character’s hit points as she gains levels). Each time the character gains a level, roll the
appropriate hit die, adjust for Constitution, and add it to the recorded total. Recalculate the
character’s hit points by dividing the new total by the character’s number of classes, again
dropping any fractions. This method is different from the procedure given in Chapter 3 of the
Player’s Handbook (PHB), and it gives multi-classed characters a few more hit points as they
advance in level (because the practice of keeping a running total of all hit dice rolled allows
fractional hit points to build up instead of being lost to rounding down). Multi-classed
characters gain all the abilities from their classes (except armor and weapon use,see below). A
character can use only one ability at a time, however, and cannot combine abilities as part of a
single action. A fighter/mage, for example, cannot make a melee attack while casting a spell,
though she could use her fighter THAC0 when targeting spells that require attack rolls. A
thief making a backstab attack must use her thief THAC0 to get her attack and damage
bonuses (selecting just the right spot to hit puts a crimp on her overall fighting ability). Except
as noted above, a multiclassed character uses the best THAC0 from her classes. A multi-
classed character always uses the best available saving throw from all her classes. To assign
proficiencies to a multiclassed character, choose the highest number of initial proficiencies
from among all the character’s classes. Thereafter assign a new proficiency whenever the
character would normally earn them for each class. (This, too, is a departure from the PHB
method.) The character can freely choose non-weapon proficiencies from any group allowed
to any one her classes. For example, a fighter/thief could chooses from the General, Warrior,
and Rogue groups. Weapon proficiencies work the same way, except where noted below.
Multi-classed characters generally must abide by the worst armor restrictions among their
classes. Multi-classed elf and half-elf mages can wear elven chain mail if one of their other
classes is normally allowed to use chain mail. Multi-classed thieves suffer penalties to their
abilities if they wear armor better that leather. Elven chain mail, padded armor, and leather
armor impose the penalties noted on Table 29 in the PHB. Other types of armor negate all
thief abilities except Open Locks and Detect Noise (these abilities still suffer the penalties
from the "Padded or Studded Leather" column on Table 29). Note that the Complete Thief’s
Handbook extends Table 29 to cover most types of armor. (I personally don’t like this rule
very much. I prefer to allow multiclassed characters to wear the best available armor, except
for thieves, who suffer the penalties noted above if they wear heavy armor.) Multi-classed
characters generally enjoy the best weapon selection from among all their classes, except for
priests, who remain bound by their priest weapon restrictions. (I don’t care for this rule,
either, and prefer to allow any multi-classed character to choose weapons form those available
to all their classes.)
Q. My group is having a discussion on the use of the fireball spell. In the spell description and
the statistics of the fireball spell, there are two different figures to go by: one is a 20’ radius,
and the other (in the description) is 33,000 cubic feet (33 10’ x 10’ x 10’ cubes). Which one of
these is the correct way to use the spell? Also, is there a difference between outdoor and
indoor use of the spell? Both listings are correct.
A. A fireball forms a sphere with a 20’ radius. If cast is a restricted area, however, the blast
conforms to the shape of the space. The sphere has a volume of about 33,000 cubic feet. So, if
you cast your fireball spell in a corridor 10 feet wide and 10 feet high, the blast extends 330
feet. If you cast your fireball spell outside or in a room 50 feet square, you get a sphere. The
shape of the spell effect depends on how much space is available. The spell works the same
way indoors or out, though it’s much more likely to become distorted indoors.
Q. Does a fireball spell rebound off walls or doors, or can the wizard "bury" part of the area of
effect inside a wall?
A. No, the missile explodes on contact with any solid object, and the blast always fills the
available space (up to the limit of its 33,000-cubic-foot volume, see previous question).
Q. How does the second-level Wizard spell choke (from the first volume of the Wizard’s
Spell Compendium) supposed to work? From the way that the spell is worded, the target
receives no saving throw to resist the spell, just against the damage for half. Is that correct? If
a successful save doesn’t negate the spell, what happens when is cast on a spellcaster? That
same caster could not cast any spells for the duration of the choke spell, right? The choke
spell lasts one round per caster level, the target always suffers damage every round, and a
spellcaster cannot cast spells in a round he takes damage. Is it possible for choke to inflict no
damage at all? The base damage is 1d4 hp damage, so what happens if the die roll is a 1?
Does that round down to no damage, possibly giving the target a chance to cast a spell?
A. The victim of a choke spell gains a saving throw, but success only reduces the damage by
half. Note that you round fractions up when calculating half damage from the spell (see spell
description), so the victim always takes at least one point of damage each round the spell
lasts. Note that the target attempts the saving throw the moment the spell is cast, and the result
applies to the entire duration of the spell. If you’re using the combat rules in the PHB, allow a
spellcaster affected by a choke spell (or any other from of continuing damage) a normal
initiative roll each round. If he wins, he can cast a spell (he still takes damage, but managed to
get a spell off before any damage took effect). If the target loses initiative, the choking
disrupts spellcasting during that round. Note that in the PLAYER’S OPTION combat system,
continuing damage from a spell like choke doesn’t take effect until the resolution phase of the
round, after everyone has taken their actions. If you’re playing by the book, such damage
cannot disrupt spellcasting unless the casting takes more than a full round.
Q. The Combat & Tactics book says a character who has achieved grand mastery with a
weapon can use the next higher damage die for the weapon. What happens when the
weapon’s damage rating is already 1d20, such as the no-dachi the damage vs. large
opponents? does this go to 1d100 (that seems a bit much).
A. The next step is 1d30. If you don’t have a 30-sided die, you can use 1d10 and a control die
(1d6 works best) as follows:
Q. How does a thief know which spells are on a scroll, and how does he know which spell
will be cast if he reads the scroll?
A. If the thief is high enough level to use the scroll (10th level), he can study it and
understand it somewhat. The study reveals which spells are on the scroll and what they do
(well enough so the thief’s player can refer to the spell’s description). The thief could tell the
party wizard or priest what’s on the scroll, but these characters still must study the scroll with
a read magic spell before they can use it (a description from a dilettante is not good enough
for a true professional). When using the scroll, the thief is free to decide which spell to cast
from it Don’t forget the thief’s spell failure chance of 25%. If the spell fails, there is always
some adverse effect on the thief,the DM should feel free to be creative.
Q. Back in issue 237, you wrote that a wall of force spell blocks divination spells that don’t
render things visible. Does this mean that a wall of force blocks spells such as locate object?
What about detect magic, which makes magical auras visible?
A. Actually, locate object falls into the same category as effects as clairvoyance and
clairaudience; it bypasses the wall entirely. Detect magic allows the caster to detect magical
auras. In many campaigns, the spell makes auras visible, but that’s window dressing, not part
of the spell description. A detect magic spell’s area of effect will not extend through a wall of
force any more than it can extend through a metal wall (though the spell will reveal the wall’s
magical aura). On the other hand, spells such as detect invisibility and true seeing make things
visible so long as they are within range and in the caster’s line of sight. Technically, these two
spells also have areas of effect, but a wall of force is transparent to them.
Q. When magical arrows or quarrels are found as part of a random treasure, how do you
decide what types of missiles are found. For example, how often to you find flight arrows as
opposed to sheaf arrows? Likewise, when a randomly generated treasure contains a magical
polearm, how do you decide what kind of weapon is found?
A. If you’re using the weapon list from the PHB, here are some tables you can use:
Arrows (d20)
1-12 Flight Arrows
13-20 Sheaf Arrows
Axes
(A roll of 4-5 on Table 106 in the
DMG is always a hand/throwing axe.
A roll of 6 is always a battle axe.)
Bolts (d20)
1-4 Hand Crossbow Bolt
5-12 Light Crossbow Bolt
13-20 Heavy Crossbow Bolt
Flails (d20)
1-12 Footman’s Flail
13-20 Horseman’s Flail
Lances (d20)
1-4 Light Horse Lance
5-12 Medium Horse Lance
13-20 Heavy Horse Lance
Maces (d20)
1-12 Footman’s Mace
13-20 Horseman’s Mace
Picks (d20)
1-12 Footman’s Pick
13-20 Horseman’s Pick
Polearms (d100)
01-05 Awl Pike
06-10 Bardiche
11-20 Bec de Corbin
21-25 Bill-Guisarme
26-30 Fauchard
31-35 Fauchard-Fork
36-40 Glaive
41-45 Glaive-Guisarme
46-50 Guisarme
51-55 Guisarme-Volge
56-65 Halberd
66-70 Hook Fauchard
71-75 Lucern Hammer
76-80 Military Fork
81-85 Partisan
86-90 Ranseur
91-95 Spetum
96-00 Voulge
Swords (d100)
01-70 Long Sword
71-90 Scimitar or Broad Sword*
91-95 Short Sword
96-99 Bastard Sword
00 Two-handed Sword
A. The symbol spell is widely misunderstood and is scheduled for a major overhaul. Here’s a
preview of the revised spell, which works the same way for both wizards and priests. The
official version will appear in the Wizard’s Spell Compendium, Volume IV (TSR product
#2177), which will be released in fall of 1998.
Symbol
(Conjuration/Summoning)
(Geometry)
7th-level Priest Spell, 8th-level Wizard
Spell
Sphere: Guardian
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 or 1 turn
Area of Effect: 60’ radius
Saving Throw: None or neg.
This spell allows the caster to scribe any of the potent runes described below. A symbol has
no effect unless the caster places it in plain sight and in a prominent location. As a default, a
symbol is triggered whenever a creature does one or more of the following, as selected by the
spell caster: reads, touches, or passes over the rune, looks at the rune, or passes through a
portal bearing the rune. In this case, "reading" the rune means any attempt to study, identify,
or fathom its meaning. Throwing a cover over a symbol to render it invisible and inoperative
triggers it if it reacts to touch. To trigger a symbol, a creature must be within 60 feet of the
rune. The caster can set special triggering conditions of his own. These can be as simple or
elaborate as the caster desires. Special conditions for triggering a symbol can be based on a
creature’s name, identity, or alignment but otherwise must be based on observable actions or
qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. For example, a
symbol can be set to activate when a lawful good creature approaches, but not when a paladin
approaches. A symbol’s triggering conditions are always defensive in nature. A
touchtriggered symbol remains untriggered if an item bearing the symbol is used to touch a
creature. Likewise, a symbol cannot be placed on a weapon and set to activate when the
weapon strikes a foe. Once cast, a symbol’s triggering conditions cannot be changed. The
caster ignores the effects of his own symbols and cannot inadvertently trigger them. When
triggered, a symbol affects all creatures within a 60’ radius, except for the caster and any
individuals attuned it (see below). If a symbol has a pass phrase, anyone using it remains
immune to that particular rune’s effects so long as the individual remains within 60 feet of the
rune. If the character leaves the radius and returns later, he must use the pass phrase again.
Once triggered, a symbol remains active until its duration expires; creatures that subsequently
meet an active symbol’s triggering conditions suffer its effects. A symbol can be quickly
drawn in the air or on some surface, or it can be carefully inscribed on a surface. A quickly
drawn symbol has a casting time of 3. The only material components required are a small
amount of mercury and phosphorus. The resulting rune becomes active immediately. It lasts
one turn per caster level and glows faintly while it lasts. Symbols of fear, hopelessness, pain,
or persuasion can be used in this manner. When drawing a symbol quickly, the caster can
instantly attune any number of creatures to the symbol rendering them immune to its effects,
provided the creatures are within 60 feet of the rune when it is created and that the caster is
aware of their presence. A carefully inscribed symbol has a casting time of one turn. The
symbol is inactive when finished and remains so indefinitely until triggered. Once triggered, it
becomes active and glowing, usually lasting one turn per caster level. Some symbols can burn
out more quickly. For example, a symbol of death ends when it has slain 80 hit points worth
of creatures, or after one turn per level of the caster, whichever comes first. The material
components for a carefully inscribed symbol are mercury and phosphorus, plus powdered
diamond and opal worth at least 5,000 gp each. When creating a carefully inscribed rune, the
caster can specify a password or phrase that prevents a creature using it from triggering the
symbol. The caster also can attune any number or creatures to the symbol, but this can extend
the casting time. Attuning one or two creatures takes negligible time. Attuning a small group
(up to 10 creatures) takes an hour. Attuning an entire household (up to 25 creatures) takes a
day. Attuning larger groups takes proportionately longer, as the DM sees fit. Known symbols
include:
Death: One or more creatures within the radius, whose total hit points do not exceed 80, are
irrevocably slain as though struck by the sixth-level Wizard spell death spell. Creatures of
lowest Hit Dice or levels are slain first. This symbol must be carefully inscribed.
Discord: All creatures within the radius immediately fall into loud bickering and arguing.
Meaningful communication is impossible. If the affected creatures have different alignments,
there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds; fighting lasts
2d4 rounds. This symbol must be carefully inscribed on a surface.
Fear: This symbol can be drawn quickly or carefully inscribed. Creatures within the radius are
afflicted by a powerful version of the 4th-level wizard spell fear. If drawn quickly, this
symbol imposes a -4 penalty to saving throws. If the rune is carefully inscribed, the saving
throw penalty rises to -8.
Hopelessness: This symbol can be drawn quickly or carefully inscribed. All creatures within
the radius must attempt saving throws vs. spell; there is a -4 penalty if the rune is carefully
inscribed. If the saving throw fails, the creature suffers from hopelessness for 3d4 turns and
submits to simple demands from foes, such as "surrender" or "get out"; the effect is similar to
the third-level Wizard spell suggestion. If no foes are present to make demands, there is a
25% chance that a hopeless creature proves unable to take any action except standing in place.
If the creature remains free to act, there is a 25% chance it retreats from the rune at normal
speed. In either case, the creature can defend normally if attacked.
Insanity: One or more creatures within the radius, whose combined hit points do not exceed
120, become insane and act as though affected by the fourth-level wizard spell confusion.
Insanity lasts until a heal, restoration, or wish spells is used to remove the affliction. This
symbol must be carefully inscribed.
Pain: Creatures within the radius suffer wracking pains that reduce Dexterity scores by two
points and impose a -4 attack penalty. Both effects last 2d10 turns. This symbol can be drawn
quickly or inscribed carefully.
Persuasion: This symbol can be drawn quickly or inscribed carefully. All creatures within the
radius must attempt saving throws vs. spell; there is a -4 penalty if the rune is carefully
inscribed. If the saving throw fails, the creature becomes the same alignment as the caster for
1d20 turns. During this time, affected creatures become friendly to the caster as though
subjected the first-level wizard spell charm person.
Sleep: Creatures within the radius fall into a catatonic slumber if they have 8+1 HD or fewer.
(Characters are affected if they are 8th level or lower.) Sleeping creatures cannot be awakened
for 1d12+4 turns. This symbol must be carefully inscribed.
Spell Loss: Any creature within the radius immediately loses 1d4 spells from memory. The
DM should determine which spells are lost randomly. Creatures with no memorized spells are
unaffected. Creatures who have some memorized spells, but not enough to satisfy the loss,
suffer no further effects. This symbol must be carefully inscribed.
Stunning: One or more creatures within the radius, whose total hit points do not exceed 160,
become stunned for 3d4 rounds, Stunned creatures drop what they are holding and cannot take
any meaningful actions. They cannot communicate, employ spells, use magical items, initiate
psionic abilities, use spell-like powers, fight, or move freely. Movement is limited to one-third
the creature’s current movement rate or a rate of 3, whichever is less. Attacks against stunned
creatures gain a +4 bonus. This symbol must be carefully inscribed.
A successful dispel magic removes the effects of a symbol from a creature unless the
symbol’s effect is instantaneous (death, spell loss) or the description specifies another remedy
(insanity). The rune itself can be removed with a successful erase spell or by a successful
dispel magic targeted solely on the rune. Destruction of the surface where a symbol rests
destroys the rune but also triggers its effects.
Permanent Symbols: A symbol can be rendered permanent with the eighth-level Wizard spell
permanency provided it is carefully inscribed upon a permanent, non-portable surface such as
a wall or door. A permanency spell extends a symbol’s basic duration of one turn per caster
level indefinitely. When triggered, a permanent symbol usually glows for about a turn, but
there is no limit to how many times it can be triggered. If the symbol can affect only a limited
number of hit points worth of creatures, the limit applies each round. For example, a
permanent symbol of death could slay 80 hit points worth of creatures every round.
Q. Does the spellcraft proficiency allow a character to identify magical items? If so, can the
character tell exactly what powers the items has or just whether it’s magical?
A. No. The spellcraft proficiency is no substitute for a detect magic or identify spell.
Spellcraft gives the character an understanding of spells and magical processes. When used to
examine an item, it allows a character to identify "magical or magically endowed constructs
for what they are." For purposes of the proficiency, an item must have been created wholly or
extensively through magic to qualify as a magical construct. Items that have simply received
enchantments or been altered through magic don’t qualify. For example, a character with the
spellcraft proficiency could recognize a sword created with Nolzur’s marvelous pigments or a
major creation spell as a magical construct. If the same character found a holy avenger sword,
however, her spellcraft proficiency could help her determine that the sword was suitable for
receiving an enchantment, but not whether it actually held and enchantment or what that
enchantment might be. Other "magical constructs" include the various wall spells, golems,
simulacrums, and homonculi. Items or creatures that have been merely altered by magic, such
as by an enlarge, polymorph, or shapechange spell, are not "magical constructs."
Q. Is it possible for a character with the fishing proficiency to cook the fish he has caught, or
must the character also have the cooking proficiency?
A. The rules assume that anyone can perform simple culinary tasks such and cleaning and
cooking fish. Check out the cooking proficiency description, which states that all characters
have rudimentary cooking skills; that means any dolt can drop a fish into a frying pan and
scoop it out again before it burns to a crisp. A character with the cooking proficiency needn’t
make a proficiency check to perform such a mundane task (nor would nonproficient
characters have to make any kind of dice roll). Should the party find it necessary to prepare a
truly magnificent meal from the fish (perhaps to persuade the local werebear not to eat them
instead), they’d need a proficient cook and a successful proficiency check.
Q. The wizard spell Nahal’s reckless dweomer from the Tome of Magic has been sowing
confusion in my gaming group for quite some time. The spell description says there is a small
chance for a wizard successfully to cast whatever spell she wants and that a wild surge always
occurs. It also says to add the wizards level onto the wild surge roll on the table. What exactly
indicates the success or failure of the intended spell?
A. Success or (more likely) failure depends on the result from Table 2: Wild Surge Results.
Any wild surge result that includes some manifestation of the original spell effect is a
"success." Such results include #60 (spell functions; any applicable saving throw is not
allowed), #61 (spell appears to fail when cast, but occurs 1d4 rounds later), #73 (spell is cast;
material components and memory of spell are retained), and #99 (spell has a minimum
duration of 1 turn). The "spell" is whatever effect the character named when casting the
reckless dweomer.
Q. I’m having a hard time trying to sort out the differences between the bladesong fighting
style from page 70 of the Complete Book of Elves and the bladesinger kit from page 88 of the
same book. Can a bladesinger learn the bladesong style? If so, what benefits does she receive?
Exactly what sort of weapon proficiencies, weapons styles, style specializations, and weapon
specializations can a bladesinger learn? Can a bladesinger or character who knows the
bladesong style use all the style’s benefits at once? What kind of weapons can be used with
the style? Can weapons that can be used one- or two-handed (bastard swords, for example) be
used with the style?
A. The bladesong style from page 70 is available to any elf warrior, rogue, or priest. Non-
elves, including half elves and drow, cannot learn the style. Bladesong is essentially an
unusual version of single-weapon style specialization (see the Complete Fighter’s Handbook,
page 62). The character must choose a particular type of weapon (not a class of weapons) to
use with the style, and it must be a one-handed weapon. To claim any benefits from the style,
the character must have one hand free. If the bladesinger holds her weapon in two hands, she
loses all bladesong benefits. A character can use only one bladesong benefit (see CBE, page
72) during a round but can switch between them from round to round. Since bladesong is a
style specialization, the character is free to learn other styles or weapon specializations if her
class allows them. Prudent DMs will limit a weapon and style specialist to the best available
specialization bonus rather then allowing them to accumulate. For example, if an elf fighter
with specialization in the long sword and two slots of bladesong chooses to use the bladesong
attack bonuses, she would gain a +2 attack bonus (from bladesong) and a +2 damage bonus
(from weapon specialization). The lesser attack bonus of +1 from weapon specialization is
ignored. The bladesinger kit from page 88 is for elf fighter/mages who dedicate their lives to
bladesong. The character is assumed to spend three weapon proficiency slots on a single
weapon and the bladesong style, but she gains the benefits listed on pages 89-90 instead of the
ones on page 72. The bladesinger can choose any weapon normally available to fighter/mages
for bladesinging, subject to the limitations noted above. As a multi-classed character, a
bladesinger cannot choose to specialize in a weapon and cannot learn any additional style
specializations. (Bladesong counts as the one style specialization the character can learn; see
CFH, page 62.) Note that the kit description contains a few errors. The Weapon Proficiencies
section on page 88 should read: Bonus: None. Required: Proficiency in a one-handed weapon,
bladesong style specialization (two slots). Recommended: None. The Special Hindrances
section on page 90 erroneously says that a bladesinger can never learn more than one weapon.
This is not the case, though she suffers at least a -1 attack penalty when wielding a weapon
other than their primary one; this penalty is cumulative with any nonproficiency penalty the
character might suffer. Further, as a fighter a bladesinger automatically knows all four
weapon styles from the Complete Fighter’s Handbook.
Dragon #245 wrote:
Q. Thanks for all the information on bladesong and bladesingers in issue #244, but I’ve got a
few more questions. The Complete Book of Elves says a bladesinger can attack and parry in
the same round, without wasting any additional attacks. What does this mean, exactly?
Characters using the bladesinger kit gain a defensive bonus when casting spells. Does the
character’s Dexterity score add to this bonus? The kit description also says a bladesinger can
cast spells one-handed. Can spells with material components be cast this way?
A. When a character chooses to parry with his bladesinging ability, he gains the normal
parrying bonus to defense and can still make his normal allotment of melee attacks.
According to the optional rule in chapter 9 of the Player’s Handbook, parrying grants a
character an Armor Class bonus equal to half his level (warriors gain an extra point of bonus),
but the character can attempt no other actions while parrying,so the bladesinger’s parrying
ability is potent indeed. Note that no character can have an Armor Class better than -10. A
bladesinger must follow all the normal rules for spellcasting, which means no defensive
Dexterity bonus when spellcasting,even when using bladesinging. (DMs might find it prudent
to disallow Dexterity bonuses during bladesinging parries as well.) A bladesinger can cast any
spell he knows one-handed, even if it has material components; note that onehanded
spellcasting increases casting time by +2.
Q. Back in issue #242, you said you use the monster table for the nonexistent monster
summoning VIII spell as an alternate list for the monster summoning VII spell. When do you
do so?
A. When the spell summons one 8thlevel monster instead of one or two 7th-level monsters.
The table in question would be more correctly labeled: "Monster Summoning,8th- Level
Monsters." Most DMs I know allow the caster to choose what kind of monsters she will
conjure with the monster summoning VII spell (that is, 7th- or 8th-level monsters).
Q. Can a dispel magic spell send away a monster summoned with a monster summoning
spell? If so, what’s the dispel evil spell for?
A. Yes, any spell can be dispelled unless it has an instantaneous duration or its description
specifically says it cannot be dispelled (or includes some other special note about dispel
magic). The main advantage to a dispel evil spell is that it works without a die roll; dispel
magic has only a 50% chance of working on another caster’s spells, adjusted for the relative
levels of the two casters (see the dispel magic spell description). Only evil creatures or
creatures summoned by evil casters are subject to dispel evil. An evil creature from another
plane, however, need not have been summoned to be forced back to its home plane by dispel
evil (another advantage for dispel evil), though if the creature has magic resistance, the spell
could fail. Also note that while a dispel evil spell lasts, any creature that could be affected
(that is, sent home) by the spell has a -7 attack penalty when attacking the caster. (Magic
resistance does not apply to the penalty.) Finally, note that dispel evil works against "evil
enchantments," automatically dispelling spells such as charm person and magic jar if cast by
evil creatures. (To be effective against magic jar, dispel evil must be cast on a creature whose
life force has been displaced by the magic jar caster.)
Q. Is the illusory double created by the 6th-level wizard spell mislead the equivalent of a
spectral force image of the caster? If not, what is its equivalent? Specifically, I want to know
whether the illusory double can be made to attack in melee (causing illusory damage, etc.).
A. The duplicate image looks, sounds, smells, and feels just like caster. However, the only
thing the image can do is leave the scene. The caster decides which direction the duplicate
goes, and how fast, but the caster can’t make the image attack.
Q. When dealing with a shadow mage (from the Spells & Magic book), a DM has to consider
all kinds of saving throw bonuses and penalties. For example, a shadow mage imposes a -4
penalty to opponents’ saving throws when casting spells in total darkness. Likewise,
opponents gain a +2 saving throw bonus vs. a shadow mage’s spells in bright light. What
happens when the light conditions surrounding the shadow mage and the target are different,
such as when the shadow mage is in total darkness and the target is in bright light?
A. When in doubt, the light condition around the target determines the saving throw modifier.
Q. In my campaign, there is a female elf mage of 12th level who wears a ring of wizardry.
Her ring doubles 1stthrough third-level spells. I am using the Spells & Magic rules concerning
spell points, and I’m wondering what effect the ring has.
A. The ring’s "doubling" function provides extra slots of fixed magic. The character gains her
normal allotment of spells at each affected spell level before spending any spell points. The
12th-level mage in your example would gain four 1st-, four 2nd-, and four 3rd-level spells for
free. The character chooses these spells and then can spend her spell points normally.
Q. The Wizard’s Spell Compendium, Volume 2, page 311, indicates that when a permanency
spell is cast in conjunction with an enchant an item spell, the caster has only a 5% chance of
losing a point of Constitution. Volo’s Guide to All Things Magical indicates that a point of
Constitution is lost every time permanency is cast, even with an enchant an item spell. Which
is correct? Is the reference in Volo’s Guide specific to the FORGOTTEN REALMS®
setting or should it be used generally?
A. The material in the Wizard’s Spell Compendium is a correction to the permanency spell
description and applies throughout the AD&D® multiverse.
Q. The description for the mace of disruption (and many other item descriptions) says that the
mace damages any non-good creature that touches it. Does this count only if the creature
willingly touches the mace, or if its skin merely comes in contact with the item? I can see a
potentially absurd weapon in the form of 10 talismans of the sphere on a stick.
A. The creature must try to pick up, handle, or examine the item to suffer damage. Nothing
happens if someone pokes the creature with the item or throws it at the creature. The
foregoing, of course, doesn’t make a collection of 10 talismans of the sphere any less absurd.
(One hopes you were merely exaggerating to help make your point.)
Q. There is disagreement on the proper workings of the sleep spell within my new gaming
group. I have always played that the spell caster designates the targets (as long as they are
within 30 feet of each other) and then rolls the dice and starts with the targets that have the
lowest hit dice. My group claims that it has an area of effect and affects all targets within that
area starting with the lowest-Hit-Dice creature. Which interpretation is correct?
A. The DM’s interpretation is "correct." The spell description, however, gives the spell an
area of effect (a 30-foot radius), and the spell description also says the weakest creatures in
the area are affected first.
Q. What is the duration of the nightmare spell (the reverse of the 5th-level wizard spell
dream)? Is there a limit to the number of nightmares a single individual can receive in one
night?
A. A nightmare lasts one night. Only the first nightmare received during any particular night
has any effect on the recipient.
Q. When using the new psionics system from the Skills & Powers book how do you
determine a creature’s MTHAC0?
A. Use Table 77: THAC0s & MTHAC0s to calculate MTHAC0. Most creatures should use
the Wild Talent line. Creatures with highly developed psionic abilities, such as mind flayers,
should use the psionicist line. In either case, acreature’s "level" equals its Hit Dice.
Q. I just purchased Of Ships and the Sea have and can’t find an explanation for some of the
movement rates of the ships. Most of them has a single number, and this is easy to
understand. However, several have three different rates, like 18/6/12. What is each number
for?
A. The ships with three movement numbers have both sails and oars. As noted on page 13 in
Of Ships and the Sea, the first number is the movement rate under sails and oars, the second
number is movement under sails only, and the third number is movement under oars only.
Note that wind strength and course relative to the wind affects movement under sail (with or
without oars).
A. If your character is a Signer, it might be best to just wait in one place and let the multiverse
come to him. Perhaps that approach doesn’t suit you. Here are movement rates for all the
races listed in the Planewalker’s Handbook: aasimar 12; bariaur 15; genasi 12; githzerai 12;
half-elf 12; human 12; modron 15; tiefling 12.
Q. What does an identify spell reveal about a cursed item? What school of magic will a
wizard's detect magic spell reveal when used on a cursed item? This issue came up in a past
game. The specific items in question are dust of sneezing and choking and cloak of
poisonousness. The item descriptions in the DUNGEON MASTER Guide are not very clear
about this. The description in the DMG for the dust says the item appears to be either dust of
appearance or dust of disappearance, and the description for the cloak of poisonousness says
that as soon as it is actually donned, the wearer is stricken stone dead. Two player characters
fell to these items. The party used an identify spell, and the items were assumed to be
beneficial. My ruling as the DM was that the identify spell revealed a false result, and the
detect magic spell revealed mixed results (a possible clue that something was not right). Only
a more extensive investigation on the item would reveal the existence of a curse.
A. You seem to have handled things pretty well. A detect magic spell generally indicates
magic of the enchantment school or magic of whatever school the cursed item is imitating; for
example, illusion/phantasm in the case of dust of sneezing and choking (because it imitates
dust of disappearance) or possibly divination or abjuration (if the dust seems to be dust of
appearance); note that the DM decides what the dust seems to be. Generally, an identify spell
should give a false indication when used on a cursed item,usually revealing a power (or
magical bonus) the item merely seems to have. In the case of a cloak of poisonousness, an
identify spell probably indicates a powerful magical bonus of some kind. Note that many
DMs require an identify caster actually to wear or use the item being probed (the spell
description merely requires that the caster touch the item); anyone putting on a cloak of
poisonousness, even for purposes of an identify spell,is instantly slain, which makes the
item’s power pretty obvious. In other cases, a cursed item won’t reveal itself until the user is
actually under stress or in danger. For example, a wizard could examine a pair of boots of
dancing without suffering any harm, perhaps falsely determining that they were boots of
striding and springing, and nobody would be any the wiser until some poor sap wears them
into combat. Groups who are really wary of cursed items use commune or contact other plane
to confirm that their magical items are indeed beneficial before trusting them. Note that these
two spells can help determine an item’s exact bonuses or charges (or at least narrow down the
range of possibilities).
Q. Some spells "create" weapons (rainbow and flame blade for example), while other spells
modify existing objects to act as weapons (i.e., magical stone and shilleIagh). Do any of the
following attack roll and damage modifiers apply to these "created" weapons: Strength,
specialization, non-proficiency, or racial (elves & halflings)? What are their speed factors?
A. I’m a little vague on these points, because some spell descriptions are more specific than
others about which modifiers to apply. Generally, bonuses, or penalties for Strength and
weapon skill (racial or otherwise), don’t apply to spell effects that manifest themselves as
weapons. Bonuses or penalties from spells such as bless and prayer apply. As do bonuses or
penalties from attack angle (rear, higher, etc.). Spells that merely enchant normal weapons
work just like other magical weapons. For example, shillelagh takes a normal cudgel (club)
and makes it magical; a shillelagh wielder handles the weapon as well (or as badly) as he
would handle a normal club. Beware of effects that seem to enchant weapons rather than
create them; for example, spiritual hammer uses a warhammer as a material component but
actually creates a hammer-shaped field of force (the warhammer being consumed in the
process). To determine speed factor, just use the speed factor of something similar to the
"created" weapon. A spiritual hammer, for example, has the same speed factor as a
warhammer (4), a rainbow has the speed factor of a composite short bow (6), and a magic
stone has the speed factor of a dart (2). If your campaign uses the optional rule that gives
lower speed factors to magical weapons, any magical bonus that a created or enchanted
weapon has reduces the speed factor. If the spell doesn’t grant any combat bonus, speed factor
is still reduced by 1; no weapon can have a speed factor of less than 1.
Q. I was just wondering (perhaps I have misinterpreted the rules) how bonus damage from
Strength works when a character wields two weapons. The way it stands, a fighter with two
short swords causes quite a bit more damage due to Strength than an equally strong guy with a
twohanded sword. Not that I’m all that concerned about damage, but I’m a powerlifter, and it
just doesn’t sound like a guy could get more Strength into two different blows than a guy who
swings a weapon with both hands. I mean, a man with two weapons gains his Strength bonus
twice, where Gond the two-handed sword wielder has it only once.
A. The rules are officially silent on the matter, which leads most referees to assume a
character gains the full Strength bonus for each weapon. In the interest of play balance, I use a
house rule that requires a character with two weapons to divide his Strength between the
weapons. Say Gond has a Strength score of 18/00, he has a +3 attack bonus and a +6 damage
bonus. If Gond uses two weapons, his player must decide how much of that bonus Gond uses
for each weapon. If he puts it all into the primary weapon, the second weapon has no bonuses
from Strength at all. If Gond has multiple attacks, he still enjoys whatever bonuses the player
has assigned to that weapon for every attack Gond makes with that weapon. The rule is not
official, but try it out and see how you like it.
Q. I’d like know how you work out the Ego points in an Ego battle between an intelligent
sword and its owner. Were does the swords intelligence come in to it?
A. Add the sword’s Intelligence rating to the sword’s Ego value (calculated from Table 119 in
the DMG). Compare the result to the wielder’s personality score (calculated according to the
Weapons vs. Characters section of Appendix 3 in the DMG).
Q. What happens to monsters (or player characters) that are immune to normal weapons when
they fall off of cliffs, are crushed under things, or suffer other natural damage. If they are hurt,
can’t creatures with bludgeon attacks hurt them? A giant’s swing can be the equivalent of a
40’ fall.
A. Usually, a creature that takes a fall or is caught in a cave-in is hurt. A fall or natural
disaster isn’t a weapon, and immunity to weapons doesn’t apply. Giants can hurt almost
anything, not because they can deal as much damage as a 40’ fall, but because they function
as fairly potent magical weapons; see the DMG Chapter 9 "Immunity to Weapons" and Table
48: Hit Dice vs. Immunity.
Q. Is it possible to advance THAC0s beyond the levels set in the High-Level Campaigns
book? That is, if a 20th-level character has a magical weapon or a Strength bonus or both, can
that character’s THAC0 be reduced below the set level?
A. The THAC0 limits from the High- Level Campaigns book are unadjusted THAC0s; any
combat bonuses the character gains, from whatever source, still apply. Note that the
FORGOTTEN REALMS campaign setting has its own set of THAC0 limits, but the same
principle applies.
Dragon #246 wrote:
Q. Can you throw an entire necklace of missiles? The item description specifically warns
about the remaining beads exploding if one explodes, so wouldn’t one bead start a chain
reaction? I had a player throw the whole necklace at a charging dragon and utterly destroy it.
He lost the item, but wow, pretty easy kill.
A. Sure, a necklace of missiles would fit neatly into almost any character’s hand, and
probably would sail a good 30-40’ with a decent toss. Of course, to get a fireball effect from
the necklace, a character must don the necklace, detach a single missile globe, and then throw
the globe. (In most campaigns a command word also would be necessary.) Unless worn or
carried, a necklace of missiles looks like a cheap medallion or bit of costume jewelry and has
no pyrotechnic properties at all. A single character can activate and throw only one missile a
round. I suppose one could remove a missile globe, hand off the necklace to a really dim
comrade, or perhaps to a summoned creature, and then throw the missile and hope the
necklace bearer fails his saving throw. Note that even if the bearer fails to save, the necklace
also must fail its item saving throw before all the remaining missiles detonate. (There is no
chain reaction; its all or nothing.)
Q. The MONSTROUS MANUAL® tome says a vampire recoils from mirrors, garlic, and
lawful good holy symbols (among other things). Now, the Faiths & Avatars book gives
Morninglords (the specialty priests of Lathander) the ability to turn undead that are directly
affected by sunlight as if four levels higher, and it states that vampires normally either avoid
or seek them out. Lathander is a neutral good deity. Does this mean that a morninglord’s
turning abilities are useless vs. vampires?
A. Most vampires will avoid lawful good holy symbols. Some don’t. (The more powerful
vampires from the RAVENLOFT® setting come to mind.) Lawful good holy symbols have
a smidgen of power all by themselves, enough so that any ninny can use it to ward off a
typical vampire. Characters with the power to turn undead don’t depend merely on their holy
symbols; they channel power from their deities, which makes their alignments irrelevant.
(Alignment does affect the type of influence a priest has over the undead; see next question.)
The effect is similar to what might happen if a peace officer (or even someone preand tending
to be a peace officer) waves a badge at a fleeing suspect and shouts "stop!" The badge, as a
symbol of law, might induce some people to comply with the order. If, on the other hand, the
officer draws a sidearm and fires a round over the suspect’s head (or into the suspects body),
it tends to make a stronger impression; tangible manifestations of power can influence even
the hardheaded. Morninglords can turn vampires at the boosted level.
Q. Since evil priests can control undead and turn paladins, can good priests control paladins?
Q. Can anyone at your office tell us why a thief hiding in shadows can never be seen with
infravision?
A. A thief hiding in shadows can be seen with infravision; in fact, a thief hiding in shadows
usually can be seen with normal vision. In almost every case, however, a thief can find
something that will foil even infravision (a warm spot, a dim spot, a bush, or the like). The
trick lies in misdirection,getting viewers to look where the thief isn’t. The stage magicians
Siegfried and Roy can make a caged tiger "disappear" from a stage right in front of an
audience using misdirection techniques. Note that the hide in shadows ability depends on the
viewer expecting to be able to see the thief; that’s why it’s impossible to hide in total
darkness. Infravision unerringly picks up rogues trying to hide in total darkness, as does any
sudden introduction of light.
Q. If a flame tongue sword is used on a red dragon, would the sword be magical? If the
swords bonus came from its flame, then a red dragon would be immune to it, right? (It would
still act as a nonmagical sword, right?) Could the same be said for a frost brand sword against
a white dragon?
A. A magical weapon’s bonuses come from its enchantment. A flame tongue sword gains
only its minimum bonus (+1) when used against a fire-dwelling or fire-using creature such as
a red dragon. (It’s still a magical sword.) Likewise, a frost brand sword gains only its
minimum bonus (+3) against a white dragon.
A. Actually, the infant, juvenile -3, juvenile -2, and juvenile -1 listings originally referred to
dice penalties as follows:
Roll Penalties**
1 -1 penalty to hit points, combat, and saves.
2 -2 penalty to hit points, combat, and saves.
3 -3 penalty to hit points, combat, and saves.
4 infant, no combat ability, 4+1 hit dice.
* on 1d4
** penalties apply per die rolled (including attack rolls, hit points, damage rolls, and saving
throws); no die can be reduced below 1.
This is essentially the same system featured in Chapter 2 of the High-Level Campaigns book.
An overzealous editor decided to change the system to the "ogre, lesser giant" formula but
failed to change the experience point listings or change all the giant entries to match the new
format. My advice is to go ahead and use the dice penalties as the authors of the giant entries
originally intended.
Q. The description for the phantasmal killer spell says that the "killer" attacks as a monster
with four hit dice. If a creature can be hit only by +1 weapons, it can be struck only by
monsters with 4+1 hit dice or more. Would not such a creature be immune to the attacks of
the phantasmal killer (though the creature might still be distracted by it)?
A. Being hit only by +1 or better magical weapons does not render a creature immune to
phantasmal killer attacks. The phantasmal killer doesn’t make a physical attack at all,the
assault is all within the target creature’s mind. The wording in the spell description is just an
obtuse way of saying that a phantasmal killer effectively has a THAC0 of 17.
A. Levitation allows the user to travel up or down. So long as a locale has an "up" and a
"down," levitation works normally, gravity notwithstanding. In some places, "up" and "down"
is variable. When this happens, levitation might function as a crude form of flight, or it might
not work at all, at the DM’s option.
Q. Why has the range determination system been changed from the original AD&D® rules?
It used to be that a given range (for spells, weapons, etc.) would be read as yards outdoors and
feet indoors. Hence, under the original rules, a long bow would have a maximum range of 210
yards outdoors but only 210 feet indoors. Under the current rules, all ranges are in yards. It’s
almost as if longbows have now tripled their indoor range. Please explain.
A. The dual-range system was wholly eliminated in the current game because it caused a great
deal of confusion and didn’t seem to make much sense. A long bow has the same amount of
power indoor or out. Note that movement also was measured in yards outdoors vs. feet
indoors, which means that someone running down an alley was three times as fast as someone
running along a hallway. (Gee, that makes a whole lot of sense, especially when you consider
that athletes almost always perform better indoors than outdoors.) Once the dual system
became history, it was a choice between tripling indoor ranges or cutting outdoor ranges by
two thirds. The team chose the former. Note that the Combat & Tactics rules has a melee
scale and a missile scale, which restores the old dual system after a fashion. (The determining
factor is visibility, not merely indoors vs. outdoors.)
Q. The standard AD&D rules say a wizard may not use armor, period: he cannot cast spells
while wearing it and gains no protection from using it. Does this mean that the best way to
incapacitate a captured mage is to strap him into a suit of plate armor? If so, every mage-
hunting group should stock a few spare sets of plate. A captive mage can still walk along and
thus does not need to be carried or strapped to a horse, but he cannot cast any spells and is
doubly humiliated by also not gaining any defensive benefit from the armor in case of an
attack. If a wizards is strapped into a suit of armor, can he claim any benefit? One would think
that the very nature of a suit of plate armor would turn aside some attacks. The PHB says a
wizard can cast verbal-only spells when naked and tied up: does this carry over into wearing
armor (for a mage, the next-best thing to being tied up), or is there some other element in
armor use that interferes with magic?
A. Actually, the rules say wizards cannot use armor, but "may not" probably describes the
situation better. The short answer to all these questions is that wizards in the AD&D game
don’t wear armor. The DM decides what happens when a single-classed wizard winds up clad
in armor (no matter how that state of affairs came about). I suggest that all of the character’s
spells still work. The wizard should gain the full defensive benefit from the armor; though
you might give opponents an attack roll bonus of +2 because the wizard is effectively off
balance, and sock the wizard with a +6 initiative penalty for fighting in a foreign
environment. (Armor is foreign to single-classed wizards.) Also, no single-classed wizard is
going to do well when wearing a hot, heavy suit of armor, so apply any or all of the following
penalties (alert readers might recognize these from a previous "Sage Advice" column):
Encumbrance: Even if the character in question has a Strength score high enough to carry the
weight, knock his movement rate down to one half. He also should make a Dexterity check
every turn or fall down and go boom. It’s easy to lose one’s equilibrium when one is carrying
an unaccustomed weight, and a wizard might easily trip over a shield. The encumbered
wizard should check Dexterity every time he tries anything that even remotely requires
agility: running, jumping, using stairs (in either direction), getting on a mount, and so on.
Fatigue: Single-classed wizards who wear armor or carry shields should make a Constitution
check every turn (more often if its very cold or very hot). Failure indicates fatigue. The
character must remove the armor and rest awhile. If the weather is bad, the character must
also do something to cool off or warm up. The character passes out if denied rest.
Uncertainty: Too much reliance on physical things undermines the mental discipline the
wizard needs to command his magic. There is a 25% chance that any spell he casts during the
next 24 hours will fail outright. (If the caster is wearing prohibited armor at the time of
casting, the spell fails 100% of the time.) Further, the character gains no experience for the
adventure in which he dons armor to protect himself. If he makes a habit of wearing armor, he
might even lose a level or two. The uncertainty penalty shouldn’t apply to wizards who
genuinely have been forced to wear armor. Note that these penalties don’t make much sense if
the wizard also has warrior or priest abilities, but "Sage Advice" has suggested allowing
armor to such characters several times.
Q. A few issues ago, you said that a character subjected to a poison with an immediate onset
time dies by the end of the round in which he has seen poisoned. I must take extreme issue
with this ruling! Describe to me how a cleric can cast a slow or neutralize poison before the
character has been poisoned? Basically, you’re saying that you’ve got to count on not missing
any saves when dealing with an immediate onset time, right?
A. What? Do you want me to change my mind about what "immediate" means? Not failing
any saving throws is definitely the safest bet when dealing with an opponent equipped with
venom that has an immediate onset time. Unfortunately, players have no control over saving
throws (in an honest game.) Here are several ways to save a poisoned character before she
goes down: When a venomous creature appears on the scene, start casting a neutralize or slow
poison spell before anyone suffers a poisoned wound. This is risky, because your character
will lose the spell if nobody blows a poison saving throw. Perhaps your DM will be kind and
let your character hold the spell "on hands" until needed. Many DMs I know allow something
called an "option" or "delay" that allows a character to withhold an action until he sees how
the round is going,at the cost of going last. Keep a magical item such as Keoghtom’s ointment
handy, and apply it to the poisoned character. Have someone with the herbalism and healing
proficiencies standing to treat poisoned characters without delay. Note that if your DM
applies the rules strictly, the use of spells, magical items, and complex proficiencies occupies
a character for a whole round, so the rescuer cannot do anything else during a round when the
poison is treated. Note also that most campaigns won’t suffer a bit if the DM decides to assign
longer onset times to the vast majority of creature poisons that are currently listed as
"immediate."
Q. Are golems affected by retributive strikes from staffs of the magi or staffs of power? What
about other exploding magical items?
A. Greater and lesser golems (that is, clay, flesh, iron, and stone golems) are pretty much
immune to destruction except by means specifically mentioned in their descriptions, and the
immunity extends to retributive strikes. I recommend making an exception for spheres of
annihilation, which obliterate just about anything they touch. I suggest allowing powerful
effects such as retributive strikes, disintegration, and Mordenkainen’s disjunction to work on
"minor" golems (bone golems, doll golems. scarecrows, and other creatures listed as golems
in the MONSTROUS COMPENDIUM books). If an effect duplicates a spell included in the
golem’s description, it should affect the golem just as the spell does. For example, magical
lightning slows iron golems and magical fire heals them. Fiery or electrical breath weapons
should have similar effects on iron golems. Likewise, the roar of an androsphinx can shatter
crystal and should affect a stained glass golem just as a shatter spell does. Note that effects
which destroy the material from which a golem is made always affect the golem. Rust
monster attacks, for example, can destroy iron golems. Green slime, which destroys flesh,
could dissolve a flesh or bone golem.
Q. The Player’s Handbook says paladins aren’t immune to lycanthropy or mummy rot
because these are "magical" diseases. Can a dispel magic cure these afflictions?
A. No. A cure disease effect (perhaps from a paladin’s touch) cures mummy rot. A cure
disease spell can cure lycanthropy, but only if cast by a character of at least 12th level within
three days of the infection (see spell description). Otherwise, the afflicted character must
receive a remove curse spell on one of the nights when the curse actually strikes and causes a
change in form; the afflicted character still must make a successful saving throw vs.
polymorph to be freed of the curse. (There is reference in the DMG that says cure disease is
ineffective against lycanthropy, but this is erroneous.)
Dragon #247 wrote:
Q. When a priest uses the reverse of a conjure fire elemental (or conjure earth elemental) spell
to dismiss an elemental, what is the casting time?
A. The reverse has the same casting time as the regular spell; 6 rounds for conjure fire
elemental and 1 turn for conjure earth elemental. Characters using reversed conjure elemental
spells to banish hostile elementals are well advised to use protection from evil spells to
prevent the elementals from disrupting the spells.
Q. The invisible mail spell description (from the Complete WizardÂ’s Handbook) says the
spellÂ’s effects are not cumulative with other armor or magical protection, and that the spell
cannot make a characterÂ’s Armor Class better than 3 (before Dexterity bonuses). Does
“magical protection” refer only to magical Armor Class adjustments? Could stoneskin,
fire shield, protection from evil, or other defensive spells still function with invisible mail? If
so, how would the stoneskin-invisible mail combination work? Would hits (that would
normally hit Armor Class 3) be blocked by stoneskin and also subtract from the invisible
mailÂ’s duration?
A. Invisible mail provides a base Armor Class of 3, period. Armor Class adjustments and
defensive bonuses from any other magical source do not make the casterÂ’s Armor Class any
better. Other wise, the spell works normally with other defensive spells. For example, a
wizard using both invisible mail and protection from evil cannot claim the -2 defense
adjustment against evil attacks that the protection from evil spell provides, but enjoys all the
spellÂ’s other benefits (saving throw bonus, hedging out enchanted creatures, and blocking
mental control). Using stoneskin with invisible mail has no effect on the stoneskin at all. Any
attack on a stoneskin recipient—hit or miss—drains one charge from the stoneskin. The
recipientÂ’s Armor Class, no matter what the source, is irrelevant to the stoneskinÂ’s
duration. An attack that inflicts no damage because of a stoneskin spell, however, does not
count against the invisible mailÂ’s duration. I recommend that you give the invisible mail
spell a maximum duration of 24 hours, regardless of how many hp damage it has absorbed.
Q. Can creatures or characters within a web take any actions while in the area of effect? If
someone has spent a round or two breaking through the web but has not yet escaped the full
area of effect, can he light a torch?
A. I know DMs who assume characters can tear out open spaces inside a web spellÂ’s area of
effect to allow for actions other than just ripping through the webbing. I suggest, however,
that you assume the webbing fills in any cleared space almost the moment itÂ’s made. Not
only is it not possible to clear a space to allow for lighting a torch, itÂ’s also not possible for
one character to follow the path another character makes through the webbing. (Though it
might be possible for a strong character to drag a weaker companion along with him as he
breaks through the strands.)
Q. The pain touch spell (from The Complete WizardÂ’s Handbook) is listed as a Divination
spell. Is this accurate? If not, what school should it be? If it is correct, is there any rationale
for why?
A. No, pain touch is not a Divination; itÂ’s a Necromancy spell, and it is so listed in later
printings of The Complete WizardÂ’s Handbook.
Q. If the spell transmute bone to steel (from The Complete Book of Necromancers) is cast on
a character who just died and then is brought back to life with a resurrection spell, will the
character have combat bonuses from the spell?
A. One of two things happens (DMÂ’s choice, but once you pick one, stick with it for the
whole campaign): 1) The bones revert to normal upon the subjectÂ’s return to life. 2) The
dead body cannot be raised or resurrected until the transmute bone to steel spell is reversed or
dispelled. In any case, the spell works only on dead bone. If life is restored through other
means (such as a wish), the character'Â’s bones revert to normal.
Q. If a mage with a ring of spell turning reads a cursed scroll, what happens? Does the curse
rebound, or is the reader of the scroll treated as the caster of it in this case? I personally think
that the scroll should still affect the mage who read it, but that‘s just me.
A. The effect of a cursed scroll on its reader is just like a touch-delivered or self-cast spell—
not turnable by a ring of spell turning or a spell turning spell.
Q. Is there a saving throw against the priest spell charm person or mammal? If so, does the
save work like the wizard spell charm person in that the target gains a saving throw vs. spells,
modified by the number of hp damage the party has inflicted on the target?
A. A successful saving throw negates the spell —that’s what the abbreviation “Neg.”
means in the summary at the beginning of the spell description. The target is entitled to a
saving throw bonus if the caster or her party damages the target during the round when the
spell is cast.
Q. The description for the priest spell random causality (from the Tome of Magic) lists the
saving throw as “Neg.” Who or what makes the saving throw? The wielder of the
weapon? And against what? What if the spell is cast before the weapon is drawn, or when it
lies on a table? Also, what is the correct casting time and duration for the spell?
A. If the target weapon is in a creatureÂ’s possession (drawn or not), the creature can attempt
a saving throw vs. spell to negate the effect. An unattended weapon has no saving throw. The
duration is 3 rounds, plus one round/caster level. The casting time is 6.
Q. The normal description of the chill touch spell in the PlayerÂ’s Handbook says the spell
can repel undead that the caster touches, but the spell’s description in the RAVENLOFT®
setting doesnÂ’t say anything about repelling undead. Can chill touch repel undead in a
RAVENLOFT game?
A. A spellÂ’s listing in a RAVENLOFT product tells you whatÂ’s different about the spell
when itÂ’s used in RAVENLOFT. Anything not mentioned works normally So, yes, chill
touch can send undead packing in a RAVENLOFT game.
Q. With a stone shape spell, a character can shape rock; is it strictly necessary for the caster to
touch the stone with his hands?
A. The spell has only “touch” range, so the character must touch the stone to be shaped.
Any manipulative appendage the caster happens to have will do for the shaping.
Nonmanipulative appendages wonÂ’t suffice. For example, the caster probably couldnÂ’t
shape the stone with his toes.
Q. The fireball spell description says a fireball is an explosive burst of flame. Now,
wouldnÂ’t this explosion still cause damage to a fire-resistant creature? If you cast a fireball
at a red dragon, would the concussion from the explosion still cause damage to the dragon?
The flame part of the spell wouldnÂ’t, but the explosion should.
A. No, it shouldnÂ’t. You stopped reading the spell description too soon and missed the part
that says the fireball creates little pressure (second sentence). A fireball doesnÂ’t generate any
concussion.
A. Yes, after a fashion. Subjects inside the sphere can be moved as if subjected to the 5th-
level wizard spell telekinesis (20 feet per round), provided they weigh no more than 5,000 lbs.
There is no reason the caster couldnÂ’t make herself the spellÂ’s subject.
Q. What would happen if you fire two wheel-lock pistols at point blank range (2Â’) at a
person who has a protection form normal missiles spell cast on him? WouldnÂ’t the pistol
shots be inside the spellÂ’s minimum range?
A. Protection form normal missiles makes the recipient immune to any small missiles (pistol
and musket shots included), regardless of the range from which they are launched. Note that
cannons and bombards count as “large” missiles and can harm the protected character,
though the damage inflicted is reduced slightly (see spell description).
Q. Can rope trick be used to bypass a wall of force by climbing up the rope on one side of the
wall and then lowering it on the other? Can the rope be lowered only through the center of the
“window ”? If so, could the characters inside the extradimensional space just move to the
other side of the wall and wait for the rope trick spell to expire?
A. Anyone or anything leaving the extradimensional space created by a rope trick spell re-
enters the normal universe in the same place where it left (roughly the center of the
extradimensional space). On the other hand, a rope lowered from the space is fixed at only
one end. ThereÂ’s nothing to stop someone from tossing the loose end over a nearby barrier
(even a wall of force) and then climbing down.
Q. IÂ’ve come across your discussion of the frisky chest spell from many issues ago, and I
noticed a similar discussion of the abuse of the TenserÂ’s floating disc spell in issue #241.
For me, these issues beg a larger question: How does a DM draw the line between innovation
and abuse? Can you name a few innovative uses of spells that should work?
A. First, trust your gut. Does the proposed use of the spell seem like abuse? If so, it probably
is. If you feel enough doubt to ask “Sage Advice” for an opinion, it almost certainly is (but
go ahead and ask anyway, especially if you feel you need moral support). On the other hand,
if your first reaction to an unusual use of a spell is, “Wow, that’s clever!” you’re
probably all right. In the latter case, you can always change your mind if the spell becomes a
problem; as the DM itÂ’s your job, as well as your privilege, to bring things under control if
they get out of hand. HereÂ’s a couple of other things to keep in mind: DonÂ’t be a
spoilsport. You are (or you ought to be) running your campaign for the playersÂ’ enjoyment,
so donÂ’t rain on their parade if you can help it. If somebody tries something cute with a spell
or magical item, don’t just say, “No way!” Try to think of a result that takes the
adventure in an unexpected direction— one that the players hadn’t bargained for-or that is
at least amusing. I once had a player target a create water spell inside a blue dragonÂ’s
mouth. The player confidently told me that this action would surely cause the dragonÂ’s
lighting breath weapon to short out. As it happened, the dragon was an illusion and the
playerÂ’s attitude told me that the character in question certainly believed in it. If the dragon
had been real, I probably would have decided that the breath would scatter the water in a gout
of steam and spray, provided that the breath and the water appeared more or less
simultaneously (which I could have determined from the initiative rolls). Perhaps, with a
failed saving throw, the collision of breath and created water could have led to a whole lot a
draconic coughing, gagging, and spitting. Such an event might even have rendered the dragon
unable to act for a round (not unlike accidentally inhaling a beverage). As it happened, the
spell had no visible effect on the illusory dragon at all; the water just fell in a big splash. The
players didnÂ’t tumble to the clue and had to flee the illusory dragon. Note that create water
cannot produce water inside a creature, but I think a dragonÂ’s mouth might just open wide
enough so that a gout of water created within the space spanned by its jaws might not actually
be inside the dragon. Beware when players start telling you how things work. Before running
a game, take the time to become familiar with the spells and magical items the PCs carry.
That means keeping current copies of everybodyÂ’s character sheets (this also helps when
players forget them), including spell books and lists of priest spells. When a player tries
something odd, open up your rulebook and flip to the spell or item description, study it, and
decide if the action s even remotely possible.
Q. The discussion of TenserÂ’s floating disc in issue #241 is nothing more than a step-by-step
review of the parameters set forth in the spell description. About a year before writing the
column for issue #241, I had a player at a convention try to use a floating disc to attack a
group of tanar‘ri the party had been pursuing over a series of rooftops. Before the session
even started, the player had boasted that he could get some real mileage out of the spell and
that IÂ’d better be careful. So, when the player announced that his character was breaking off
the chase to cast TenserÂ’s floating disc, load it with flaming oil, and send it after the
tanar‘ri about two blocks away, my jaw dropped. The character was three stories up, and
there was a city street between the wizard and his targets. “You realize,” I said, “that the
disc winks out unless thereÂ’s a surface no more than three feet below it, so this disc is going
to wink out crossing the street and dump flaming oil all over some pedestrian or the building,
or both?” Then the player’s jaw dropped. As I pointed out last April, sometimes characters
are smarter than their players. Because the character in question was a version of Tenser
himself, I decided he knew the limitations of the spell pretty well. I didnÂ’t feel the need to
point out that if the PCs, with movement rates of 12, couldnÂ’t keep up with the tanarÂ’ri,
the disc—with a movement rate of 6— wasn’t going to overtake the foe, or even that
tanar’ri are immune to normal fire. Sometimes player attempts at “innovation ” are just
plain silly.
A. Long-time readers of this column might recall that I have said spells do what their
descriptions say they do and do nothing else. ThatÂ’s true, but it also means players and DMs
have to read the spell descriptions and understand exactly what they do. For magical effects
that don’t actually produce energy or matter, that makes things pretty cut and dried —if
itÂ’s not in the description, it doesnÂ’t happen. On the other hand, many spells do produce
energy or matter. A fireballÂ’s fiery blast doesnÂ’t produce any concussion, but it is fire. Fire
sets things alight, uses up oxygen, and produces at least some light and noise. ItÂ’ is a bad
idea to cast a fireball in a mine or barn (both places where there could be a fair amount of
flammable dust in the air). A fireball (or lightning bolt) cast in cloud of grain dust might very
well generate a secondary explosion that includes a massive concussion. As for innovative
spell uses that work, here are three of my personal favorites: Using pyrotechnics as a fire
extinguisher. My druid characters almost always pack this spell, because it can turn any fire
into a big cloud of smoke and snuff out the fire to boot. This leads my DMs to place a limit on
how big a fire the spell can affect. (As the spell is written, one low-level spellcaster could put
out a fire of any size, say the Sun or the whole Plane of Elemental Fire.) I recommend a 10Â’
cube per caster level. Using rope trick as a sky hook. Many a time, IÂ’ve had PCs in
situations where a firmly affixed rope would be useful, but no good point of attachment was at
hand. So cast rope trick. The spell can lift a piece of rope from 5 feet to 30 feet long; long
enough to haul a buddy out of a pit or swing over a chasm when thereÂ’s no place to pound in
a spike. Sometimes 30 feet of rope is long enough to scale a wall when a grapple might make
enough noise to alert guards. Using cantrip as a sketchbook. When questioning an NPC about
someoneÂ’s appearance, use a can trip spell to created a two-dimensional image of the person
being described. Adjust the image until it matches the unknown characterÂ’s appearance just
as a police artist would. Note that if the witness has a faulty memory or lively imagination, the
image you get wonÂ’t look anything like the unknown person, but the trick can work well.
(The process can draw lots of attention, so be careful where you try it.)
Share Your Spell Research Send us a short description of your most innovative use of an
AD&D spell. Each month, the Sage will choose a favorite, and weÂ’ll print it here, along
with his commentary. Send it via regular post or email to one of the “Sage Advice”
addresses.
Dragon #248 wrote:
Q. The Skills & Powers book has an optional revision to the non-weapon proficiency rules.
Instead of a PCÂ’s initial rating at a proficiency being based on an ability score, it is set at a
certain number. A relevant ability modifies the rating, and the rating can improve as the
character expends character points while advancing levels. This is a more realistic approach,
and I prefer it to the old method. The problem is that only the proficiencies listed in the
PlayerÂ’s Handbook are covered in Skills & Powers. There are dozens of proficiencies listed
in other books that arenÂ’t covered. Has anyone converted these extra proficiencies to the
Skills &Powers system?
A. I donÂ’t know of anyone who has taken on this task, which would be monumental
considering how many proficiencies there are spread out among all the optional books (many
more than mere “dozens”). If you want to use the Skills & Powers system for proficiencies
not included in that book, youÂ’re on your own, but I offer these tips: Character-point costs to
learn proficiencies should range from 4 to 6 (or 2—3 CPs per “slot”). Initial ratings
should range from 5 (tough) to 8 (fairly easy). Note that Skills & Powers exceeds these limits,
but only rarely. The best way to assign initial ratings and costs is to look in Skills & Powers
for something similar to the proficiency in question and assign similar statistics. For example,
the information gathering proficiency (from the Complete ThiefÂ’s Handbook) is somewhat
similar to local history. Its Skills & Powers statistics might be: Cost 3; Initial Rating 7;
Relevant Ability Intelligence/Knowledge, Charisma/Leadership.
Q. IÂ’ve just finished rereading all the great information on the sahuagin in The Sea Devils,
but IÂ’m disappointed that there is no information on sahuagin PCs. What would the ability
score adjustments, ability limits, and class and level limits for a sahuagin character be? I
would expect them to have pretty hefty Strength, Intelligence, and Dexterity bonuses. What
would be the chance that such a PC would have four arms?
A. The Sea Devils lacks any such rules because sahuagin are the result of an ongoing eugenics
experiment that ruthlessly weeds out individuality. (The vast majority of adventure-minded
sea devils are fed to the sharks at an early age.) Sahuagin PCs could be possible for an
undersea campaign, but 90% of them should be malenti (sahuagin who look like sea elves);
the remaining 10% should be normal, two-armed sahuagin. Among normal (not malenti)
sahuagin characters, there should be, at the maximum, 1% with four arms, and many of these
should be missing a limb or three from hunting or war mishaps; fourarmed sahuagin lead
extra tough lives, especially during youth. All the foregoing should be determined by dice
roll, because sahuagin donÂ’t get to decide much of anything by themselves. For sahuagin
ability scores, do not give any bonuses or penalties. Instead, set very narrow racial limits. I
suggest the following: Strength, Dexterity, Constitution, Charisma: minimum 11; maximum
15. Intelligence, Wisdom: minimum 12; maximum 16. Sahuagin are, overall, smarter and
stronger than other demihumans, but only because they kill off the weaklings. In any case, it
should be hard to qualify for this race. For malenti, use the same class and level limits as half
elves—but no wizards of any kind. For sahuagin, use the elf limits, but again, no wizards.
Q. On page 92 of the High-level Campaigns book, it says that the chance of successfully
brewing a potion is 70% +1% for every two levels of the creator. The example on page 95,
however, says the chance is 70% +2% for every level of the creator. Which is correct, the text
on page 92 or the example on page 95?
A. The chance to create a potion is 70% +2% per character level. (The text on page 92 has a
typo.. Note that any roll of 96 or higher is always a failure.
Q. In the Skills & Powers book, rangers can learn a skill called ”sneak attack,” which
works just as a thiefÂ’s backstab ability. If the ranger is high enough level to make multiple
attacks, can he make multiple sneak attacks? What happens to the rangerÂ’s Strength
bonuses? How can rangers even use this skill? After all, rangers must be good, and attacking
without fair warning doesn’t seem like a very “good” thing to me.
“A. Sage Advice” has covered part of this one before in regards to thieves. Once the
ranger gets into position for the attack, only the first attack the character makes gains the
“sneak attack” bonuses, namely a +4 attack bonus and a multiplier to weapon damage.
Apply damage bonuses (from Strength, weapon skill, weapon enchantment, or any other
source) after you apply the multiplier. The ranger can choose which attack in a series of
multiple attacks gets the bonuses, but any other attacks the ranger makes during round in
which the sneak attack occurs are resolved normally Note that a ranger of any level could gain
“multiple attacks” just by using two weapons. The same rule applies no matter how the
character gains multiple attacks. A little DM mistrust of ranger sneak attacks is a fine thing.
Sticking a sword through someone’s back is arguably not “good.” On the other hand,
sticking a sword through someoneÂ’s front isnÂ’t necessarily any better. A ranger is a
warrior and will find it necessary to slay foes at least once in awhile. The important thing to
keep in mind is that a sneak attack ability does not give a ranger free reign to make
unprovoked attacks on inoffensive creatures. A ranger should have a darn good reason to use
this ability. For example, a ranger sneaking into an enemy encampment to rescue a prisoner
might have cause to stab a sentry in the back on the way in or out, especially if the character
can avoid having to fight off every creature in the camp by doing so. On the other hand, if the
ranger comes up behind a fellow traveler on a road, he ought not to stab the poor fool in the
back just because the opportunity presents itself.
Q. IÂ’m a desperate DM. One week ago I had a terrible argument with one of my players.
Can you answer with a plain “yes” or “no”: can the player’s character research new
spells and magical items?
A. No— not if you, the DM, don’t want him to. (That’s the “plain” part of the
answer.) On the other hand, spell and magical item research is a legitimate pursuit for wizard
and priest characters, provided they are of sufficient level. Players have good cause to gripe if
you flatly refuse to allow them to explore this aspect of their characters. The High-Level
Campaigns and Spells & Magic books contain helpful information (and rules) for creating
magical items. DRAGON Magazine issue #242 (December, 1997) had an excellent article on
the fine art of spell creation.
A. The program is right. Early printings of the Complete FighterÂ’s Handbook contained an
erroneous reference to weapon specialization for rangers and paladins, but the error was
corrected in later printings. Note that if youÂ’re using the rules for creating custom characters
in the Skills & Powers book, rangers and paladins can purchase the ability to specialize in a
weapon with character points. The expenditure of character points, however, means that these
characters must give up some other class abilities.
Q. I have noticed that out of all the PLAYERÂ’S OPTION books and the PlayerÂ’s
Handbook there is no mention of what weapons a ranger can wield when fighting with two
weapons. LetÂ’s face it, a ranger wielding two bastard swords would be quite a funny sight.
A. The rule youÂ’re looking for is in Chapter 9 of the PlayerÂ’s Handbook, in the Attacking
with Two Weapons section. The rule is fairly long, but it boils down to this: A man-sized
ranger can wield a size-M or S weapon in the primary hand, and a size-S weapon in the
secondary hand. An optional rule in the Complete Fighter‘s Handbook allows for two size-
M weapons.
Q. As hard as I tried to find “Sage Advice” columns in old back issues and answer this
question myself, I couldnÂ’t. Do cold-based spells with ice effects hinder undead or other
creatures immune to cold? That is, while a skeleton would suffer no damage from a cone of
cold, would it be crushed by the stones from an ice storm or similar spell whose damage is
dealt kinetically? What about a combined-effect spell, such as the 2nd level spell ice knife
from The Complete WizardÂ’s Handbook, which deals damage both through cutting and
cold? For that matter, would a stoneskin spell protect a character from an ice storm?
A. I appreciate your effort; however, “Sage Advice” has never dealt with this particular
question. The answer depends on the spell. Ice storm delivers both impact and cold damage.
A creature would have to be immune to both types of attacks to be immune; a skeleton,
immune to cold, is still battered and suffers full damage. A character protected by a stoneskin
spell is immune to an ice stormÂ’s impact damage but still subject to its cold. (An ice storm
also drains one “charge” from the stoneskin.) An ice knife shatters on impact and inflicts
only cold damage, leaving a creature such as a skeleton unharmed. Spells such as wall of ice
cannot damage cold resistant creatures unless dropped on top of them for an impact effect
(though its cold still affects creatures immune to impact damage as noted under ice storm,
above). A stationary wall of ice provides a physical barrier against any type of creature, but
cold-resistant creatures usually can break through it with no ill effect save for the delay the
effort entails.
Q. I was reading the DUNGEON MASTER Guide and noticed that scrolls are considered 6th
level or one level higher than required to cast the spell. A wizard needs to be at least 9th level
to make a scroll! What gives?
A. Nothing “gives.” I assume you refer to the text on scrolls in Appendix 3. You have
quoted the rule correctly A spell scribed on a scroll always has a casting level (for
determining level-based variables such as range, damage, duration, and resistance to dispel
attempts) of one level higher than the minimum required to cast it, but never less than 6th
level. The rule tends to make a scroll spell less potent when read from the scroll than it would
be if the character who wrote the scroll cast it herself. (sometimes considerably less potent).
In other words, the act of writing a scroll limits its power. Alert readers will notice that the
caster could actually gain a casting-level boost from this rule. In such a case, assign the
casterÂ’s own level to the scroll (A scroll spell never functions at a level higher than its
creatorÂ’s level.) I know several DMs who allow characters to control the casting level of
scrolls they write, so long as it is not less than the minimum level required to cast the spell. In
most of these games, the actual casting level (not the spell level) is used to determine the
failure chance when a character reads the scroll. Using unknown scrolls can be quite a gamble
in such campaigns.
Q. How freely can a wizard with the persistent spell effect ability (from the Spells & Magic
book) change the effect? For example, Andolfo pays 21 character points for a 3rd-level
persistent spell and makes fly a persistent spell effect. Can he decide to change that to shield
after taking the week of study? The persistent spell effect requires concentration. If something
happens to break that concentration, how long does it take to start that spell effect again?
A. Once the character pays the CP cost for a particular level of spell, the character can make
any spell of that level or lower persistent, provided the character can cast the spell, the DM
approves, and the character gives up the required spell slot. The character can change the spell
effect anytime, but it takes a week of effort to start a new persistent effect, and the old effect
ends the moment the character starts working on a new one. Once a spell has been made
persistent, it is effectively permanent. The concentration requirement is misleading. The
persistent spell does not end until dispelled or changed. If the character goes to sleep or loses
consciousness, a persistent effect stops working, but the caster can invoke it again, just as if it
were an innate ability or magical item. (I suggest an initiative modifier of +3.) Many
perassistent effects give no benefit unless the character concentrates on them. For example, a
character with a persistent ESP or detect magic effect does not gain information from the
effect unless the character actually concentrates on using the ability. Such concentration
counts as the characterÂ’s action for the round in which the persistent effect is used.
Q. Can a character with the modern language proficiency learn extra languages that exceed
his Intelligence score allowance?
A. If the nonweapon proficiency rules are in play, a character takes the modern language
proficiency to learn a single language. (ItÂ’s a badly named proficiency.) Under the
nonweapon proficiency rule, a character can learn as many languages as he has proficiency
slots available. The character’s allotment of “languages” from Table 4 (PHB) becomes
bonus slots the character can use to acquire extra nonweapon proficiencies, not just languages.
Q. IÂ’ve had a long argument with a player, and IÂ’ve run out of ideas. How can I reconcile
rangers of Mielikki being her specialty priests too? The player insists that as a specialty priest,
a ranger of Mielikki should enjoy all the abilities listed in Faiths & Avatars, use the
experience tables on page 183, and have ranger abilities, too. The Mielikki entry in Faiths &
Avatars is about as clear as mud, and it also seems to me that her rangers arenÂ’t getting
much more than the average ranger. It seems the only advantage is that Mielikki allows the
druid/ranger multiclass.
A. The Mielikki entry on page 114 of Faiths & Avatars seems pretty clear to me. A
“specialty priest” of Mielikki can be a ranger (or druid, or druid/ranger). Your player has
misunderstood the information on default specialty priest abilities on pages 182—183;
information in a powerÂ’s description always takes precedence over the default abilities.
(page 183 also has a note about rangers of Mielikki under the “Paladins and Rangers”
heading). In addition to the ability to be druid/rangers, rangers of Mielikki gain some extra
proficiencies—any three of the four bonus proficiencies listed on page 114 and religion (as
noted on page 113). Otherwise, rangers of Mielikki function exactly like the rangers described
in the Player‘s Handbook.
Q. The second note under the undead turning table in the PlayerÂ’s Handbook says that
undead living on the outer planes can be turned as “special” creatures. Thus I suppose that
only undead creatures are affected. A baatezu or a tanarÂ’ri cannot be turned. Right?
A. If the note were correct, youÂ’d be right. But the line should read ...and those creatures
that dwell on the outer planes.” A good priest can turn evil creatures (evil priests turn good
creatures) from the outer planes, provided the creature has 11 hit dice or fewer. (Neutral
priests turn both or pick one set or the other to turn, as the DM decides.)
Q. Can a druid choose to shapechange into an elephant? I know the PlayerÂ’s Handbook says
that the size of animal change varies from a bullfrog or small bird to as large as a brown bear,
but how about an elephant?
A. Actually, a druid can shapechange into an animal form no smaller than a bullfrog and no
larger than a black bear (a roughly human-sized creature). Elephants, being considerably
larger than black bears, fall well outside the druidÂ’s range. Note that a druid cannot choose
to change into an elephant of roughly black-bear size. The assumed formÂ’s normal (adult)
size must fall within the range noted above.
Dragon #249 wrote:
Q. The PlayerÂ’s Handbook says a character with the juggling proficiency can catch thrown
daggers or darts if a successful hit roll vs. AC 0 is made. What about arrows? Arrows are
larger (a longer wooden shaft to catch) and slower speed factor (if the bowÂ’s speed is taken)
than daggers or darts.
A. No, juggling doesnÂ’t allow a character to catch arrows. An arrow might be longer than a
dart or arrow, but its also one heck of a lot skinnier. A bow might take longer to aim than a
dart or dagger, but an arrow flies much faster than a thrown weapon.
Q. One of the optional restrictions for a fighter created using the Skills & Powers rules is a
limit on magical armor. Does this restriction also prohibit magical shields?
A. If a you choose “armor” as a magical item restriction, shields are out, too. Note that
you can only gain extra CPs for a restriction once. If youÂ’ve already claimed 15 CPs for
wearing no armor at all, you cannot also claim CPs for not using magical armor.
Q. IÂ’m having difficulty with the nautical combat system from the Of Ships and the Sea
book. In the maneuvering phase, under Table 13, who is the “acting ship”(A)? How do
you decide this? It canÂ’t be the PCs (or DM) all the time, because that will exclude each side
from certain results on the table. Likewise, it canÂ’t be the ship who won that maneuvering
phase roll, since the entire right side of the table wonÂ’t be needed because A will always be
greater than B.
A. Ship A is always the ship taking the action (whatever that may be, ship B is always the
other ship. Usually, youÂ’ll need to check Table 13 twice, once for each ship. If both flee or
both close, donÂ’t the use the table; the distance between them changes according to their
movement rates. (They might overshoot each other if closing, but that should put them close
enough to try boarding or ramming the next the round.) In cases where results from the table
are contradictory, use only the result the winning ship achieves.
Q. The Spells & Magic book contains several new wizard proficiencies (page 52) and new
priest proficiencies (page 59). The base abilities listed for these skills on the table work fine if
youÂ’re using the old proficiency rules, but the Skills & Powers rules allow you to use
subabilities to determine adjustments. Which subabilities go with which new proficiencies?
Q. In the Spells & Magic spell-point system, what subability governs bonus spell points for a
wizard? What subability governs bonus spell points for a priest?
Q. If a wild mage casts a sending spell, and he rolls a wild surge, presumably he is the caster
of the spell and the target is the person receiving the message. Fine, but does this mean the
wild mage can attempt a sending spell using NahalÂ’s reckless dweomer and blast a hapless
victim on the other side of the planet with wild surges? Sure, a wild surge might hit the caster
instead of the subject, but thereÂ’s about a 50/50 chance the subject is hit instead,
A. First, wild surges occur only when the spell in question has some level-based variable.
Sending has no such variables (though a wild surge could occur if a wild mage tries to
duplicate the effect with NahalÂ’s reckless dweomer). When a wild mage casts a spell whose
target or subject lies out of the wild mageÂ’s direct sight (as might be the case with
clairvoyance, clairaudience, and sending spells), I recommend that you treat the wild mage as
the center of any wild surge result that might occur. In such a case, a wild surge result that
affects only the spellÂ’s target or subject have no visible effects, but a wild surge result that
affects an area always includes the wild mage.
Q. The description for the wildshield spell says that it can protect the caster from harmful wild
surges. Does this mean that a wild mage so protected can cast NahalÂ’s reckless dweomer
and be protected from any detrimental effects the NahalÂ’s reckless dweomer might have?
Also, what happens if a wild mage casts NahalÂ’s reckless dweomer while under the
influence of a chaos shield spell?
A. IÂ’m inclined to suggest that wildshield will not absorb the casterÂ’s own spells or wild
surges. Technically, a chaos shield protects the caster against his or her own wild surges,
including surges from NahalÂ’s reckless dweomer. If you fear this might lead to player abuse,
itÂ’s okay to rule that chaos shield prevents a character from creating and manipulating the
surge of energy NahalÂ’s reckless dweomer produces, rendering the spell useless a long as
the chaos shield lasts.
Q. Which of the following defensive abilities work when a character using them is also using
a shield or kote?
• The +2 AC bonus the Skills & Powers book grants to unarmored rogues and warriors.
• The fighter’s optional defense ability from Skills & Powers.
• The human “tough hide” ability, also from Skills & Powers.
• The swashbuckler kit’s +2 AC bonus from Skills & Powers.
• The swashbuckler kit’s AC bonus, when lightly armored, from the Complete Fighter’s
Handbook.
• The ironskin ability from the Complete Ninja’s Handbook.
A. The first two items on your list are actually the same thing. Early printings of the Skills &
Powers book contain an erroneous reference to this skill on page 15 (under the Balance
heading). Warriors and rogues can buy this skill as a class ability for 10 character points. The
error has been corrected in later printings of the book. Although a shield is technically a type
of armor, itÂ’s okay to treat a character using a shield, but wearing no body armor, as
unarmored. A kote is a type of body armor (worn on the arms and shoulders) and negates this
ability. The tough hide ability grants a character a base AC 8. A shield can improve this by 1.
A kote used with this ability follows the rules for armor use on page 36 of the Skills & Powers
book. Shields and kotes work fine with any swashbucklerÂ’s AC bonus, provided the
character isnÂ’t wearing any additional armor that would negate the bonus. Any type of body
armor, including a kote, negates a ninjaÂ’s ironskin bonus, but the character can still use a
shield.
Q. What happens when an ageless or immortal creature, such as a lich, shade, or avangion,
casts a spell that causes magical aging?
A. Nothing; immortal or ageless creatures ignore aging effects. Note, however, any aging side
effects from spell casting are meant to represent the terrible strain casting a powerful spell
places on the casterÂ’s body and psyche. Even an ageless creature is required to pass a system
shock roll to survive the ordeal (see the Constitution section of Chapter 1 in the PHB).
Q. How do you restore the spells in the ring of spell storing? Some people I play with say that
you have to go through the laborious recharging process and others say that you are restoring
the spells, not charging the ring therefore, a spell must simply be cast into the ring. At what
level would a recharged spell function (for purposes of duration, resistance to dispel attempts,
and other level-based variables)? Can the ringÂ’s owner change the spells in it?
A. Anyone can recharge the ring—provided the character knows and can cast the spells the
ring can hold. The character recharging the spell has to expend any necessary material
components and suffers any negative effects that come with casting the spell normally. A
recharged spell functions at the rechargerÂ’s level or level 12, whichever is less. The spells a
ring of spell storing can hold are fixed when the ring is created; the ringÂ’s owner cannot
change them.
Q. The PlayerÂ’s Handbook says specialist wizards cannot use magical items that duplicate
spells from their opposition schools. What about rings of spell storing? For example, can an
invoker use a MelfÂ’s acid arrow (a Conjuration spell) from a ring of spell storing?
A. Since anyone can use a ring of spell storing, any specialist wizard can use the spells in it.
As “Sage Advice” has pointed out before, the rule in question (which appears in the
specialist wizard section of Chapter 3 in the PHB) should say specialist wizards cannot use
wizard-only magical items that duplicate spells from opposition schools. An invoker could not
use a wand of conjuration to summon monsters. Nor could an invoker recharge a MelfÂ’s
acid arrow spell stored in a ring of spell storing (because the invoker could not cast the spell,
see previous question).
Q. In the Complete Psionicist Handbook, it says antimagic shells have no effects on psionics.
However, in High-Level Campaigns, it says antimagic shell blocks the use of psionics. I
assume then that the official ruling from TSR for its game worlds is that all psionics are
blocked by antimagic shell? As a DM, I believe this change occurred because playtesting
showed psionics to be too powerful against antimagic shells.
A. Antimagic shell does stop psionics; the material in High-Level Campaigns corrects the
Complete PsionicistÂ’s Handbook. One reason is, as you suggest, to help give non-psionic
characters a defense against psionics. Another reason is that antimagic shell is a sovereign
defense that stops spells, spell-like abilities, and all kinds of attacks that are not “magical”
per se, such as breath weapons and gaze attacks.
Q. Does the 5th layer of a prismatic sphere l (the indigo layer) block psionics since it blocks
"mental attacks?" Does the Suppress Magic psionic power have any effect on a prismatic
sphere? (Antimagic shell doesnÂ’t.) This question has caused much furious debate and
confusion fur me and other gamers.
A. A prismatic sphereÂ’s 5th layer blocks all forms of telepathic attacks. (By definition,
telepathic attacks are “mental” attacks.) The 2nd layer stops psychokinetic attacks, and the
7th layer stops pretty much everything, including psionic attacks. IÂ’d allow Suppress Magic
to drop the 7th layer, which is vulnerable to dispel magic, but not any other layer. You might
want to make other layers vulnerable to psionic powers that produce effects similar to the
spells that negate them. A Ballistic Attack, for example, might negate the 5th layer, which is
vulnerable to magic missile.
Q. What happens to RAVENLOFT® goblyns when the master that created them has died?
Do the goblyns maintain their telepathic link? Or is it broken? Does the most power goblyn
become the master? Do they all become independent and capable of self determination? Can
they remember their existence from before their transformation? Can they be transformed
back into their original form? Can another master "adopt" these orphan goblyns?
A. Goblyns lose their telepathic linkage and become independent creatures (much like regular
goblins, though not quite as smart) if they lose their masters. It could be possible for new
master to “adopt” masterless goblyns; domain lords probably can accomplish this.
Q. On which Outer Planes do the deities from the AL-QADIM® setting (Hajama, Kor,
Jisan, etc.) dwell? Where do the deceased from that campaign go when they go to "Paradise"
or "Hell," as mentioned in some of the products?
A. Unless specifically stated otherwise, deities dwell on the outer planes corresponding to
their alignments (see DMG, Chapter 15). Likewise, the spirits of dead characters are assumed
to go to the planes of their alignments. The alignment for each plane is as follows: Mount
Celestial— Lawful Good; Bytopia— Neutral (Lawful) Good; Elysium — Neutral Good;
The Beastlands— Chaotic (Neutral) Good; Arborea— Chaotic Good; Ysgard— Neutral
(Chaotic) Good; Limbo— Chaotic Neutral; Pandemonium— Chaotic (Evil) Neutral; The
Abyss— Chaotic Evil; Carceri— Chaotic (Neutral) Evil; The Gray Waste— Neutral
(Lawful) Evil; Gehenna— Neutral Evil; Baator— Lawful Evil; Acheron— Lawful
(Neutral) Evil; Mechanus— Lawful Neutral; Arcadia-Lawful (Neutral) Good; The
Outlands— Neutral. A parenthetical entry indicates a secondary tendency For example, the
inhabitants of Arcadia have a slightly neutral bent.
Q. The ogre mage description says the creature can fly for 12 turns each day. Is that a power
he can turn on and off at will until he uses the full 12 turns? Or is it a one-time shot?
A. The ogre mage can use the power one time a day. Once the power is activated it ceases
functioning 12 turns (two hours) later. During that time the creature can fly or not, as it
desires. Time spent on the ground while the power is “running” still counts against the
duration.
Q. Suppose a character casts phantasmal force or a similar spell in an outdoor setting, and
concentrates on a barn owl as the illusion. The character can make the owl fly anywhere
within the area of the spell effect, 400 square feet plus 100 square feet per level. The spell
doesnÂ’t have cubic area, so there is there a height restriction on this spell? Or can the caster
could make the owl fly as high as he likes providing the image still looks realistic?
A. Yes, the illusory owl can move freely throughout the spellÂ’s area of effect. IÂ’d suggest
making the area a maximum of five feet high per three caster levels. Note that the whole area
can be turned on its side or re configured as the caster wishes, and also that it can be created
anywhere within range.
Q. The description for the spell Mordenkainen's magnificent mansion stipulates an area of
only 300 square feet per caster level, and a character can imagine that her mansion has two or
three stories to house the numerous rooms mentioned, especially since the description says the
design and interior of the space created can be altered to suit the caster's wishes. My players
always try to create a mansion of maximum ground floor size. For example, a 14th~level
wizard gets 4,200 square feet (14x300) which then has a large number of stories, each of
which has the same floor area, because there is no height limitation included in the spell
description.
A. In this case, “square feet” refers to the mansion’s total floor space. The caster can
create multiple stories, but the floor space in each counts toward the limit. You can assume
any particular storyÂ’s ceiling height cannot exceed half the areaÂ’s longest dimension, or 10
feet, whichever is higher.
Dragon #250 wrote:
Q. The description for the necklace of prayer beads says that each bead can be used once per
day. At what level of magic are the spells cast? Also, the karma bead description says that it
allows the priest to cast spells as if four levels higher (with respect to range, duration, etc.). Is
this a constant effect? If not, what is its duration, and what happens if a necklace of prayer
beads has two or more karma beads? Are the results cumulative, or does it allow the function
to be used once a day per karma bead?
A. Spell-like effects from a necklace of prayer beads (or from any ring, weapon, or
miscellaneous magical item) function as though cast by a 12th-level character. A karma bead
functions continuously- all the wearerÂ’s spells get the casting level boost. Spell-like abilities
from items the wearer uses donÂ’t get the boost. There is no special effect if a particular
necklace of prayer beads has more than one karma bead.
Q. If an item has a special power usable once a day (say, a heal spell), how long does it take
to renew that power once it is used? Is it 24 hours after use? At the next midnight or dawn?
None of the above?
A. This is entirely up to the DM. Any of the methods you suggest make fine “renewal”
times; you could add the next noon, the next sunset, or any other daily cycle to the list. Its also
all right to set a daily cycle with a minimum period of time in between, such as the next dawn
or dusk (whichever is farther away), or the next noon, but never twice in any eight hour
period. Items in the campaign might “renew” on the same cycle, or the cycle can vary
from item to item. The former has the virtue of being easy to remember, but the latter adds
variety and mystery
A. A sphere of annihilation would bore a hole through a wall of force or any other physical
wall (such as a wall of stone, wall or iron, or wall of ice). A sphere of annihilation stops
moving if it hits an antimagic shell. Technically, a prismatic wall or prismatic sphere would
destroy a sphere of annihilation, as it destroys any unattended item of less than artifact power
that touches it. Some DMs prefer to grant a sphere of annihilation artifact-level resistance to
destruction in this manner, but the sphere is still sent to another plane if it touches a prismatic
effect with the 7th layer intact (as would an unattended artifact in a similar situation).
A. Most item saving throws are all-or-nothing propositions. The item either makes a
successful saving throw and survives whatever event made the saving throw necessary, or it
fails and is destroyed. I suppose if the DM has assigned an item hit points, as discussed in
Chapter 6 of the DMG, one could allow a damaging attack to inflict reduced damage to the
item even after a successful item saving throw.
Q. The Skills & Powers and Spells & Magic books include some abilities that are available to
just about everybody except thieves. Is there some reason thieves canÂ’t get bigger hit dice?
(Even wizards can have this one.) What about priest or warrior THAC0 advancement?
WarriorÂ’s exceptional Strength or hit point adjustment? IÂ’ve also noticed that thieves
canÂ’t get extra character points by choosing disadvantages as other classes can. Are there
any disadvantages thieves can choose?
A. I canÂ’t think of any good reason why thieves canÂ’t choose some of these abilities; their
character-point values and effects when selected for thieves are as follows:
Bigger hit dice: 10 CPÂ’s for d8.
Better THAC0 advancement: 15 CPs for warrior THAC0.
Warrior Exceptional Strength: 5 CPs.
Warrior Constitution Adjustment: 5 CPs.
Thieves can select disadvantages as follows: No Armor: +5 CPs. Limited magical item use:
+5 CPs for each barred category. See S&P, page 48, for the list of categories; note that a thief
(or any other character) who already has claimed 5 CPs for not wearing armor cannot gain 5
more CPs for not using magical armor.
Q. Is the lightning from a call lightning spell magical, or does the spell just control normal
lighting? How do you handle saving throws and the effects of magic resistance in regard to
this spell?
A. Lighting generated with a call lightning spell is magical. Creatures struck by lightning
from the spell are allowed saving throws vs. spell with any appropriate adjustments for race
and Dexterity. Items subjected to the spell make item saving throws against lightning. Magic
resistance works against lightning from the spell according to the rules for magic resistance
vs. area effects (see DMG, Chapter 9); for a comprehensive look at how magic resistance
works in play see “Magic Resistance, Step by Step” in issue #218.
Q. Does Keoghtom's ointment help mummy rot at all? In the description of mummy rot, it is
specific about a cure disease spell being needed to get rid of the affliction. The ointment has
the property of curing disease, but is it the same as the spell? Also, the description of mummy
rot says the afflicted character cannot benefit from cure wounds spells, but what about things
like the hit points gained once a character changes back from a polymorph self spell?
A. Yes, the cure disease power of Keoghtom's ointment cures mummy rot. A character ending
a polymorph self spell could get the full 1d12 hit points damage back, or only 10% of that, at
the DM's option.
Q. Can a character cast a nightmare spell on a person he saw in the past if he does not know
the target's real name and appearance because the target was disguised?
A. The recipient of a dream or nightmare spell must be identified in such a way as to leave no
doubt about who the target is. The attempt fails if the sender identifies the recipient in a vague
way. The caster need not know the target's name or true identity to use the spell successfully
For example, the caster could specify the target as "the cloaked man I met on the road last
night". The spell could indeed fail if the "cloaked man" was actually a woman (because the
caster really did not really meet any cloaked men). The spell would certainly fail if the caster
had encountered several cloaked people on the road (there would be no way to determine
which person was the intended target). Note that a mostly erroneous description could still
allow the spell to succeed so long as the errors did not render the caster's choice of targets
unclear. For example, the Scarlet Pimpernel's "real" name was Sir Percy Blakeney; however,
the Pimpernel was a personality of great repute and could have been the target of a nightmare
spell even if the caster did not know he was Blakeney. There was only one Scarlet Pimpernel.
Q. In combat, if a figurine of wondrous power is solely responsible for a kill, does the
experience go to the figurine's owner? My DM says no, because an activated figurine is a
creature, but my argument is that a figurine is an item, just like a wand or staff, and that my
character should get the experience if his figurine killed a foe. Who is correct?
A. Your DM is "correct". In general, experience for any defeated opponent should be divided
among the group if the whole group faced the creature together (note that one does not
necessarily have to slay a foe to defeat it). If it was just the figurine owner against the
monster, the owner has a reasonable claim to the experience. I would sure give it to him, your
reasoning covers the matter nicely. On the other hand, it is a bad idea to expect the DM to
hand out experience each time your character kills something; DMs often have good reasons
for not awarding experience for creatures killed. One very common reason is that a creature
killed does not always equate to a defeated foe. If a creature does not pose a threat to a party
or stand in the way of some legitimate goal the party might have, it is not a foe even if the
party attacks and slays it. The DM has every reason to withhold experience for such hollow
victories.
Q. What is the guiding principle of the teleport spell? Is the caster moving a set mass a set
distance to a certain locale within logical parameters? If the caster is facing north, will the
caster then appear facing north? Does the caster's volume have to be considered at the points
of departure and arrival (thereby creating a vacuum in the area left behind and a breeze in the
area entered)? Does the caster or the spell correct for dynamic locales (say, a bar where the
tables and chairs are moved around) When a teleport attempt fails, does the 10'-per-point-off
rule apply to the low roll as well as to the high one?
A. The "guiding principle" is that the caster disappears from one location and instantly
reappears in another. This can have whatever minor theatrical effects the DM cares to assign.
The key word here is minor; no thermonuclear explosions result if the caster arrives low.
Muted sounds as the caster vanishes and reappears are acceptable. It is a good idea to assume
that the caster's facing (in regard to compass direction) does not change during the trip. The
more the caster knows about her destination, the safer she is when teleporting; the success
table in the spell description reflects this concept. If the destination is "dynamic" the caster
cannot claim accurate knowledge of the site. Such a locale falls into the studied carefully
category at best. The High-Level Campaigns book suggests rolling 1d100 any time a caster
arrives low. The result is the number of yards below the intended arrival point the caster
actually appears. You can use the caster's success roll to determine the distance instead. The
caster arrives 10 feet low for every point over the highest "safe" roll. For example, the caster
rolls a 98 when trying to reach in area she has seen casually; a safe arrival requires a roll of
09-96 on 1d100. A 98 is two points higher than 96, resulting in an arrival 20 feet low.
Q. Several issues ago, you said that one attack drains a charge from a stone skin spell, hit or
miss. If a giant throws a boulder or a wizard casts a fire ball a group containing a character
using stone skin, does the character still lose a charge from his stone skin?
A. If the recipient of a stone skin spell is caught in an area-effecting attack, the creature loses
a charge from the stone skin no matter where the attack was actually aimed. In the standard
AD&D rules, a giant's boulder-throwing attack is not an area attack, and a giant's boulder
would not drain a stone skin charge unless actually aimed at the stone skin recipient. If you
treat giant-hurled boulders as area effects in your campaign, however, the boulder will drain a
stone skin charge if the recipient is in the boulder's area of effect. Also, if you treat giant-
hurled boulders as grenade-like missiles, and a boulder bounces onto a stone skin recipient,
the spell loses a charge and negates whatever damage the recipient might have suffered.
Q. Can a dragon use its clairaudience ability to notice characters using dust of disappearance
when the invisible characters are in the dragon's lair? What if the invisible characters are
outside the lair?
A. A dragon's clairaudience ability works throughout its lair (and a tad beyond).
Clairaudience involves hearing, not sight, and dust of disappearance does not make
characters silent. It is a good bet that a dragon using its clairaudience ability will hear
invisible invaders coming. A dragon can also detect invisibility in a radius of 10 feet times its
age category. This ability defeats dust of disappearance.
Q. The description for the sword of wounding says the damage the sword inflicts can only be
healed by resting or non-magical means. Can the damage be restored by the following
methods, and do they stop the bleeding the sword causes? The vampiric touch spell, vampiric
regeneration, monk healing (from the original AD&D game), regeneration (from a ring of
regeneration, a high constitution score, or a shape changed character in troll form).
A. No to both questions in every case. Only binding or 10 minutes of time stops the bleeding.
Only rest heals the damage. The first line of the sword of wounding description is quite
specific about the inability of regeneration to heal damage the sword inflicts (but see the next
question). Note that shape change could provide regeneration, but not if the DM decides an
assumed form's regeneration power is magical in nature.
A. The tarrasque's legendary regeneration power can heal any kind of injury. The creature
regenerates damage from a sword of wounding at its normal rate. Assume that any "wound"
stops bleeding after only four rounds, or when the tarrasque has regenerated all damage from
the sword, whichever comes first.
Q. What effect, if any, would a ray of enfeeblement have on a character wearing a girdle of
giant strength?
A. The spell reduces the target's strength score, no matter what the score's source.
Q. Can the second-level priest spell aid cure any lost hit points if the recipient has already
suffered damage?
A. An aid spell does not cure damage. The recipient immediately receives 1d8 temporary hit
points regardless of current hit point total. The hit points last until the recipient suffers
damage (the recipient always loses temporary hit points first) or until the spell ends.
Q. The spell description and the table for the charm monster spell seem contradictory. Does
the spell work only on creatures less than eight hit dice (the spell affects 2d4 hit dice worth of
creatures), or does it work on any one creature or 2d4 hit dice of creatures?
A. The charm monster spell affects 2d4 levels or hit dice of creatures, but always at least one
creature, regardless of level or hit dice; see the first paragraph of the spell description.
Q. Would it be unfair to limit the metamorphose liquids (a first-level wizard spell from the
Tome of Magic) to simple liquids? I am having a problem with player characters wanting to
replicate things like Greek fire, the mystic's non-magical healing potions, and so on.
A. No. It is okay to treat any complex, herbal, or alchemical mixture as too complex for the
spell to duplicate, just as a "magical" liquid is.
Q. I am having some trouble with the sixth-level wizard spell tentacles (from the Complete
Wizard's Handbook). If the caster uses a weapon in each tentacle, does the caster gain an
additional attack for each tentacle at the caster's THAC0? Are the extra attacks subject to the
normal penalties for attacks with two weapons? Does the caster's Strength add to the damage
done by a weapon wielded by a tentacle? Do the tentacles have the same AC as the caster,
including modifications from spells like blur? If the caster is protected by stone skin, are the
tentacles also protected?
A. The tentacles give the caster two extra attacks each round. These are not subject to the
normal penalties for attacking with more than one weapon, though the DM is certainly free to
impose them. All attacks the caster makes with the tentacles are resolved using her current
THAC0, except that the caster's strength bonuses or penalties do not apply to the attacks. The
tentacles have the same AC as the caster and any special protection the caster might enjoy
also extends to the tentacles.
Dragon #251 wrote:
Q. How does the BIRTHRIGHT® blood ability Detect Life (from the Blood Enemies
sourcebook) work in relation to effects such as nondetection, invisibility, misdirection, or
mind blank?
A. Effects that block divinations (such as nondetection) block the ability. Misdirection causes
the Detect Life user to be unsure of the creature’s exact location (assuming the user has
enough power to determine locations). The power detects invisible creatures but does not
render them visible; if the user is not strong enough to determine a creature’s location, Detect
Life simply indicates a living creature somewhere in the area of effect.
Q. Can a character wearing a ring of vampiric regeneration gain hit points from a creature
shapechanged into a spectre?
A. Yes. The character could drain hit points from a real spectre, too. A ring of vampiric
regeneration bestow hit points on the wearer anytime the wearer strikes and damages an
opponent. Spectres are immune to non-magical weapons. If the ring wearer has no magical
weapon, he cannot harm the spectre and cannot gain any hit points from striking it.
Q. I have been reading through the Illithiad, and I am finding the information within to be
quite fascinating and useful. However, the monster entry on page 87 says the Intelligence of
an illithid vampire is genius (17-18), while the accompanying text says the creatures are of
animal intelligence. Which is correct? I’m also somewhat confused about how sunlight affects
illithid vampires. The text says they are harmed by sunlight just like any other vampire.
However, the special defenses section of the monster entry says “unharmed by sunlight.”
A. Illithid vampires have animal Intelligence; the reference to genius Intelligence is an error.
Sunlight harms illithid vampires; they suffer 1d6+1 hp damage each round they are exposed
to sunlight.
Q. A character in our party has the spellfire ability. The rest of the party tends to keep this
character topped off with spell energy and protected from direct assaults to be ready to tear up
monsters. Recently, our DM has been allowing creatures with the psionic ability of Energy
Containment to absorb and dissipate the spellfire energy. We are of the opinion that spellfire
does not fall under the categories of “energy” as defined in the ability description. Is this
possible?
A. Sure it’s possible (especially when your DM says so). While you could argue that a
spellfire blast is not fire, heat, cold, electricity, or sound (all energy forms mentioned in the
Energy Containment power description), a reasonable DM could decide to extend the power’s
effects to spellfire blasts. Spellfire is energy of some kind (perhaps of a unique kind). The DM
also could decide that a spellfire blast is the equivalent of some more common form of energy
(the DM should choose a type or types).
Q. I’ve been DMing for a while now and just recently picked up the High-Level Campaigns
book. I also use the Tome of Magic and the Chronomancer accessory and was wondering
about true dweomer spells for the schools of chronomancy and wild magic. Is there a wild
surge table for true dweomers?
A. In both cases, simply use the spell types from Table 28. A wild mage or chronomancer gets
the specialist bonus (from table 34) when creating spells that reflect her specialty.
Chronomancy true dweomers require a second application of the duration table (Table 32) to
reflect displacement in time. Anything that shifts time more than a year uses the “permanent”
line (100 points).
Q. Can a psionicist with Split Personality and Astral Projection be effectively in two places at
the same time? If his astral body is on the other side of a wall of force or other barrier
(assuming it wasn’t big enough to block the power), could the psionicist in his physical body
teleport inside, or use telepathic powers inside, through the astral body?
A. No. If a character using Split Personality goes astral, both halves of the personality go
astral together. Note that wall of force doesn’t prevent teleportation.
Q. If a character has shield and weapon style specialization, he receives an extra attack each
round that can be used for a shield punch. Would such a character be considered proficient
with the shield and automatically gain that proficiency’s AC benefits without spending any
slots?
A. No. If the character wants the extra AC bonus for shield proficiency, he has to buy shield
proficiency.
Q. Exactly when can a character claim the benefits from a deck of many things? Here’s a
situation that arose in my campaign: A character walks into a null magic room that copies
everything that enters (sort of like a mirror of opposition). The character fights his double for
a while and is eventually forced to step out of the room to heal up. Once healed, the character
returns to the room to take up the fight again. The battle eventually comes down to one roll:
whoever hits the other guy first wins. The character dies, and the playing session ends. Now,
one month later, the character’s player argues that the character shouldn’t be dead because the
character had previously drawn the Fates card from a deck of many things. Will this card work
in a place where magic is nullified? How long can someone wait before using the card?
A. Most cards from a deck of many things take effect immediately upon drawing and simply
work instantly, no matter what the circumstances. For example, cards such as the Jester, the
Moon, or the Idiot inexorably work their changes on the character drawing them. In some
cases, the character might be prevented from using the benefit a card has brought. For
example, in a locale where all magic is suppressed, the Moon card still bestows wishes on the
drawer, but the character might have to wait to use those wishes until she leaves the area. In
some cases, the character gets to decide about an instant effect, For example, the Jester either
grants 10,000 XP immediately or allows two extra draws. The character drawing the card
must choose the effect the moment she draws the card, and the choice takes immediate effect
regardless of local conditions.I would recommend that a character drawing the Fates card
keep the card until she uses it. The card might be powerful enough to work even where other
magic doesn’t or it might not–that’s up to the DM. In any case, to avoid a fate, the player
must say when the character uses the card and must say so promptly. The card allows the
drawer to avoid a fate, not reverse a fate. So the card must be used more or less as the fate
happens. The DM should not subject the player to any sort of countdown, but trying to use the
card a day or a month after the fact doesn’t do any good.
Q. If memory serves, halflings can be luckbringers (specialty priests of Tymora). That’s nice,
but the Faiths & Avatars book fails to mention the level limits of those demihuman specialty
priests. Since halflings can make it to 13th level as mystics, but only something like 8th or 9th
level as clerics, the answer isn’t intuitively obvious. Unfortunately, this oversight exists all the
way through both Faiths & Avatars, as well as Powers & Pantheons. Every time a
demihuman is eligible for a specialty priesthood, no level limit is mentioned.
A. All demihuman specialty priests in the FORGOTTEN REALMS® setting gain experience
normally until they reach a level equal to their race’s normal advancement limit for a cleric,
plus four levels. Thereafter, the character can keep advancing but requires triple the normal
experience requirement. See Specialty Priest Level Limits at the bottom of this page for the
information as it appears in the upcoming Demihuman Deities book (courtesy of TSR’s Julia
Martin).
†Character race and class combination not normally allowed in the AD&D® game rules. The
changes are recommended specifically for the FORGOTTEN REALMS® campaign setting;
however, Dungeon Masters are free to exclude these races from the given classes.
Q. Dweomerkeepers (specialty priests of Mystra) are capable of casting their spells inside
wild and dead magic areas, courtesy of their patron deity. Could they also cast spells inside
the area of effect of a beholder’s antimagic ray?
A. Antimagic shell and similar effects (such as a beholder’s antimagic ray) shuts down
dweomerkeepers’ spells. Wild and dead magic areas are aberrations in the Weave, which is
the purview of the goddess Mystra. The goddess does not concern herself with antimagic
effects created with spells or through creature special abilities.
Q. Is it true that channeler spellcasters (from the PLAYER’S OPTION®: Spells & Magic
book) who have access to the necromancy priest sphere can use the dispel fatigue spell to
wipe away the effects of their exhaustion? And that, in doing so, they become a veritable
bottomless well full of magic spells, casting and re-casting high level spells time and again
with no memory loss of their spells or physical weariness for channeling all that spell power?
A. No. It’s true that the dispel fatigue description says the spell works on fatigue caused by
channeling, but–according to Spells & Magic author Rich Baker–that’s an error.
Q. According to the Planes of Law boxed set and The Factol’s Manifesto, the Great Modron
March takes place every 17 years. According to The Great Modron March, an anthology of
adventures, the march takes place every 17 years squared, or about 289 years. Which is
accurate?
A. The Great Modron March normally occurs every 17 times 17 (289) years.
Q. The owner of a book of infinite spells can cast the spell to which the book is opened, once
per day. Can a character choose to open the book to more than one page in a day? That is, can
a character flip through the first 10 pages of the book in one day, and be able to cast all the
spells on those pages? If so, can the character close the book and repeat the procedure the next
day? The book disappears when the last page is turned. But what if the owner closes it before
reaching the last page and starts again? I assume it is impossible to “cheat” the usefulness of
the book by putting tabs on the pages. Is it possible for two characters to create a book of
infinite spells together, placing their most potent spells in it?
A. The owner can turn as many pages as he likes but can cast only one spell a day from the
book; the spell always must be from the page to which the book opened at the time of casting.
Spells on pages that already have been turned are lost. Once turned, the pages either go blank
or disappear from the book, as the DM desires.
If the book is closed, then opened again, I suggest that the book either opens to the page
where it was previously opened, or to the next page (which means that closing the book
“turns” the page).
The pages in a book of infinite spells are never labeled (and cannot be labeled), the only way
to find out what’s on a page is to turn it–thereby rendering all previous pages useless.
No character (or group of characters) can make a magical book, libram, manual, tome, or
artifact.
Q. What does the gas breath weapon of a green or gold dragon count as? Is it poisonous or
something else? Does the immunity to gas include poison gas and corrosive gases? My
understanding of poisons is that they need to get to the bloodstream to be able to wreak their
havoc, regardless of their method of entry. How far off am I?
A. Unless specifically stated otherwise in the creature description, a gas cloud from a dragon
(any dragon) counts as a breath weapon attack, not poison. Creatures subjected to the breath
weapon must attempt breath weapon saving throws and usually suffer damage even if they
succeed. Immunity to gas confers immunity to gaseous breath weapons and other types of gas
(corrosive, petrifying, etc.). Immunity to poison gas usually is just an inaccurate way of
saying immunity to gas, but sometimes it just means immunity to inhaled poisons. You’ll
have to read the text carefully to determine which it is. If it isn’t obvious, “Sage Advice” is
here to help.
Q. What do the various types of armor mentioned in the Arms & Equipment Guide actually
cost?
A. Spiked Leather: 30 gp
Drow Chain: 37,500 gp
Coin Scale: 120 gp + coins used (1,000 coins)
Dwarven Chain: 750 gp
Gnomish Workman’s Leather: 50 gp
Elven Plate: 25,000 gp (protects like field plate–AC 2)
Sea Elf Scale: 6,000 gp
Q. The description for the fifth-level priest spell rainbow says the spell can produce seven
arrows but only lists six colors. Is this a printing error? I suspect so, especially given that a
blue arrow would seem more fitting against aquatic creatures than a green arrow.
A. Yes, it’s a printing error in the full-color Player’s Handbooks. Here are the correct effects
for arrows:
Q. What is the maximum speed that can be attained by an object moved by a telekinesis spell?
Does the speed depend on the mass of the object? or do all objects move at constant speeds?
A. An object moved with the fifth-level wizard spell telekinesis moves 20 feet a round, or at
the speed of a missile (several hundred miles an hour), depending on how the caster chooses
to use the spell. The object’s mass has no effect on the speed, but the there’s a limit on how
much mass the caster can move. (See the spell description.)
Q. I have a paladin who owns an enchanted suit of armor passed down to him from his late
father. After a harrowing set of adventures and a close call with a rust monster, he decided it
would be best leave the armor in his keep to avoid damaging a valuable heirloom. Does the
heirloom armor fulfill his limit of owning only one suit of magical armor (even through
though he never intends to use it again), or can he gain a new suit of enchanted armor without
penalty?
A. Any suit of armor the paladin owns counts toward the limit, even unused heirlooms. The
character would have to give the armor to a relative, donate it to a museum, or otherwise
divest himself of it before he could own another suit of magical armor.
Q. Is the damage from an owlbear’s hug regular, lethal damage or temporary damage? That is,
does the hug damage have to be healed, or does most of it automatically return the way
damage from a wrestling attack does?
A. Hug or constriction damage from any monster is regular, lethal damage unless the monster
description specifically says otherwise.
Q. Here’s a question that has plagued me for years. In every version of the AD&D 2nd edition
game I can find, the rules say a hierophant druid gains four powers at 16th level; however
only three are listed. What is the fourth power?
A. The Unearthed Arcana tome, which introduced hierophant druids, listed the four abilities
as: immunity to natural poison, extra longevity, vigorous health, and the ability to alter
appearance. The current AD&D books list the same four abilities, but merge “vigorous
health” and “longevity” into the same section, since vigorous health has no real game effect.
The text introducing the power descriptions still mentions four powers, but that’s an error
since there are really only three.
Ââ = nie usuwać, patrzeć, z jakimi symbolami są połączone (np. „¼”)