Sage Advice Collection

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 101DR119 Dragon #119 D&D® Immortals Set: If Time is the fourth dimension, what do Immortals — fourdimensional beings — look like?  As the rules say again and again, Time is not a dimension — it is a Sphere. To answer the second half of your question, what an Immortal looks like depends upon who is looking. Humans can only perceive three dimensions, so they are unaware of an Immortals fourth dimension; the Immortal looks like any other threedimensional being. Immortals look like four-dimensional creatures to other Immortals. I can’t explain in this column what four-dimensional solids look like; perhaps a math or physics teacher can help you. 
 102DR079 Dragon #79 “Thrills and Chills” (issue #68) noted that there would be assassins operating during the Ice Age. How is this possible?  Assassins could be thought of as a form of commando warrior, used by various tribes as scouts, spies, or advance assault fighters who slay from ambush or by surprise. Assassins could also perform their usual sorts of tasks (getting rid of undesirable tribesmen), at the direction of a chieftain or other “boss.” 
 103DR126 Dragon #126 I’ve been trying to locate information on the swords Durandal and Excalibur so that I can include them in my campaign. I haven’t had much luck. Will you help?  Assigning game statistics to legendary weapons is mostly guesswork. A Lake Geneva campaign gives Durandal the abilities of a long sword +4, defender which cannot be broken. The DM’s reasoning is that Durandal means “inflexible,” and these abilities seem to fit the name. As for Excalibur, this sword is listed in Legends & Lore, page 18, as a lawful-good sword of sharpness, +5. A brief explanation of this sword follows under the heading of King Arthur. For more details on either weapon, refer to the descriptions of each provided in Le Morte d’Arthur by Sir Thomas Malory (for Excalibur) or Le Chanson de Roland (for Durandal). 
 104DR117 Dragon #117 Does the hat of difference also give the wearer the power to become more than one class? For example, suppose a fighter puts on the hat and becomes a magic-user. He runs out of spells, then comes to a wall and becomes a thief to climb it. He escapes, only to find that he is in front of a pit, so and becomes a barbarian to jump it. Is there no limit on the number of uses?  Assuming that the character meets the requirements of all those classes, the usage you describe is perfectly correct. There is no limit to the number of times a character can change class. Experience is accumulated in each of the classes for activities performed while using the hat, so bookkeeping can become a bit of a chore for a character with several “personas. ” Remember that all restrictions for each class apply normally, so your fighter must have the time to memorize spells from a spell book carried with him in order to make proper use of a spellcaster persona. Therefore, setting up the adventure to use the spellcasting persona first is a good plan, unless the character also has a magic item that only mages can use. 
 105DR132 Dragon #132 BATTLESYSTEM™: How fast will a forest burn?  Assuming the the trees are very dry and the wind is calm, a fire started by a single figure stand begins as a ½”-diameter circle and expands ½” per turn until extinguished. If there is a light wind, the fire starts as a rectangle ½” wide and 1” long, aligned with the wind. Each turn thereafter, the fire spreads 1” downwind and ½" to either side. If the wind is strong, the windward expansion is 2” per turn. Forest fires can spread much more slowly or quickly than this (damp, live trees are almost fireproof, save in exceptionally strong fires), but the foregoing is sufficient for most game situations. If you think a variant on these rules is in order, decide on one before the game starts. 
 106DR129 Dragon #129 How do you determine a character ’s hit points at 1st level? When a character gains a level, how do you determine his new hit points?  At 1st level, roll the character’s hit die and adjust for constitution (see the Basic Set Players Manual, page 50, 1983 edition). Some DMs allow 1st-level characters to reroll the first hit die if 1 hp is rolled, since 1 hp characters usually don’t survive their first adventures. When a character gains a level, he gets a new hit die (except after “name” level). Simply roll the new die, adjust for constitution, and add the total to the character’s old hit points. 
 107DR127 Dragon #127 BATTLESYSTEM™: Can magic spells be disrupted by missile fire or melee in a BATTLESYSTEM supplement as they can be in a normal adventure?  Attacks during the initial missile phase will not disrupt spell-casting because spells are cast later in the round. For missile fire in the magic and missile phase, simply make an initiative roll (this is separate from the roll in the initiative phase); spellcasters losing this roll have their spells disrupted if they are struck by missile fire (a single spell-caster that is with a unit is immune to missile fire, like any other hero). Spells are cast before melee, so a unit cannot disrupt a spell by fighting the spell-caster. Note, however, that another hero can launch missiles or melee attacks at a spell-caster and keep him occupied until the duel is over. See page 18 of the rulebook for more details. 
 108DR117 Dragon #117 Page 188 of the Players Handbook clearly states that “the bard gains druidic powers as a druid of the same level, with the exception of druidic spells. . . .” What about the new druidic hierophant powers described in Unearthed Arcana? As the bard class stands now, bards would get poison immunity, longevity, health, and shape-shifting at 16th level. At higher levels they would gain the ability to travel planes and summon elementals. This does not seem to go along with the spirit of the rules, since it takes less experience points for a bard to progress from 15th to 16th level than it does for a druid.  Bards are not druids; therefore, they are not eligible for the hierophant disciplines. Remember, a character can only progress to Hierophant from the position of Grand Druid, which is not a station that should be open to bards, or to any character except a full druid. Therefore, bards may never gain hierophant powers. 
 109DR062 Dragon #62 Will a Clone spell alone restore a character to life when death has occurred and the body has not been recovered? Is there a limit to the number of times a Clone spell may restore a character?  Based on the spell description, there is nothing to prevent a character from being “resurrected” by a Clone spell once or more than once. The Players Handbook says that “if the original and a duplicate exist at the same time, each knows of the other’s existence.” This indicates that a clone can exist at a time when the original person is no longer alive. A character with foresight — and a good friend who is capable of casting the Clone spell — could do worse than to leave a little of himself or herself behind before going off on a perilous adventure. Note that the flesh sample needed as the material component of the spell must be obtained from the person to be cloned while that person is alive in order for the pseudo-resurrection to be effected: “The clone will become the person as he or she existed at the time at which the flesh was taken,” which means that a flesh sample from an already-dead person will yield only a clone that is just as dead. In order to properly monitor the chance for success of such a cloning attempt, the DM may make certain stipulations (which players may or may not be aware of). Assuming that some trace of “life” must remain in the flesh sample in order for the spell to work, a means of storing and preserving the sample(s) must be devised and maintained. Flesh that is allowed to decay and/or dry out could spoil the spell casting. It might be difficult, if not virtually impossible, for two clones of the same person to be created non-simultaneously: Since it takes 2-8 months for a clone to grow after the spell is cast, and at least some measurable amount of time thereafter for the first clone to die, the flesh sample used for a second clone must have been preserved for at least 2 months longer than the first sample. There are only a few methods or devices which might make preservation possible for such an extended time. If a character dies and, subsequently, two clones of that character come into existence at the same time, the two clones would logically “each desire to do away with the other,” with the results as described in the Clone spell description. One way or the other, no two clones of the same character can coexist for longer than one week, because the clone created most recently would look upon the first-created clone as if he or she were the original person. 
 110DR119 Dragon #119 D&D® Immortals Set: Where can I find the abilities of an Immortal’s various forms? Why aren’t they all listed in one place?  Basic abilities, by form, can be gleaned from the Forms section on page 3 of the Players’ Guide to Immortals and from sections 2 and 3, on pages 8-21 of the same book. They have been presented this way so that a person new to Immortals play can more easily convert a formerly mortal character to newly acquired Immortal status. A shorthand listing of the abilities such as you have described might become available if TSR, Inc., ever does an Immortals DM’s screen, but there are currently no plans for such a product. Finally, a look through IM1, The Immortal Storm, by Frank Mentzer, might help you grasp how Immortals’ abilities change with their forms. 
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