Sage Advice Collection

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 240DR071 Dragon #71 ASTRAL, Magic Alterations: Couldn’t clerics who worship a deity who lives on the Astral Plane be allowed to recover spells more than once?  To every rule (see the preceding question) there is always one exception, and this (ahem) is one such. Clerics — but not magic-users or illusionists — whose object of worship normally resides on the Astral Plane may repeatedly recover spells while astral, though the above-stated time limits still apply for each recovery period. 
 241DR071 Dragon #71 ASTRAL, Magic Alterations: How do native astral races like the githyanki recover spells they cast?  The githyanki and other native astral races who cast spells can, because they have fully adapted to the astral environment, recover any spells they use as often as desired. Visitors from the Prime Material Plane will never be able to pick up this adaptation, a wish notwithstanding. Recovery times, as described above for magic-user and cleric characters, still apply. 
 242DR071 Dragon #71 ASTRAL, Magic Alterations: Specific Spell Alterations  Below are listed certain spell alterations that are further clarified or corrected from the original presentation:
  • Cleric spells:
    • Commune, Divination, Spiritual Hammer — The Astral Plane is not considered “neutral territory” to the gods, as the Prime Material Plane is. Spells like commune, divination, and spiritual hammer will not function astrally — unless the cleric’s deity lives on the Astral Plane — because to succeed, they require direct intervention by the deity or a minion of the deity. The gods who inhabit the Astral Plane would take offense if such a thing were allowed to happen — so it does not happen.
    • Word of Recall — This spell will work on the Astral Plane — if the cleric’s deity lives on that plane, and if the cleric using the spell has a stronghold on the Astral Plane as well. In such a case, the cleric may use word of recall to instantly move from any point on the Astral Plane to a place within the astral stronghold that has a solid “floor.”
  • Druid spells:
    • Chariot of Sustarre — The chariot does not come from the Elemental Plane of Fire, and so can appear astrally.
    • Conjure Elemental — See comments under “General Topics” earlier in this article.
  • Magic-user spells:
    • Anti-Magic Shell — Magic-using creatures native to the Astral Plane may use this spell normally.
    • Conjure Elemental — See comments under “General Topics” earlier in this article.
    • Find Familiar, Monster Summoning — Note that these spells do not open an inter-planar gate, but simply attract creatures residing on or passing through the Astral Plane.
    • Teleport — Use of this spell, or a magic item which is similar in nature, is allowed if one is attempting to teleport within the Astral Plane to a solid surface, such as a matter island or a fortress.
    • Tenser’s Floating Disk — The original article was in error about the usage of this spell and its after-effects; when the spell duration ends, anything the disk was carrying will follow a straight-line path at a constant velocity, moving at the same speed the now-expired disk was maintaining.
 
 243DR076 Dragon #76 Who was Baba Yaga, the magic-user lady who made the Hut artifact in the DMG?  According to David Nalle’s assessment of her in issue #53 of DRAGON® Magazine (p. 32), Baba Yaga was a cannibalistic ogre-witch who dwelled in old Russia. She was chaotic evil, with all the powers of a 20th-level magic-user, a 15th-level illusionist, a 10th-level druid, and a 12th-level fighter. Her “vital statistics” were: AC 7, 24” move, 150 HP, 80% magic resistance, hit only by magical weapons, 8’ in height (she’s non-human), and her ability scores are S 22, I 24, W 17, D 16, C 18, CH 2. The sight of her causes fear in all, –3 to save vs. spell, and anyone looking into her eyes must save vs. spell at –5 or be charmed into doing her bidding. If her spells fail or if she’s feeling especially mean, she’ll attack with her two clawed hands and her fanged mouth; each set of claws does 2-16 points damage, plus 1-12 points for poison if a save fails against it, and her bite does 1-10 damage. Avoid her at all costs. 
 244DR076 Dragon #76 Can a Dungeon Master give away magical items in an adventure and then later say that the items operate at reduced effectiveness or have wholly new powers?  It may be that the DM had planned ahead that certain magic items would indeed change their abilities over time (a wand of wonder, for instance, constantly does unpredictable things), but often DMs alter magical items as a way of bringing the campaign back into order if they find they’ve given away some powerful items that are too tough to manage. This is not a good way of handling the situation, since it does violate the spirit of the rules, but it is one way to handle things. It would be better to set up situations working within the rules than to arbitrarily say, “Well, your +4 sword is now a +1 sword.” Players will accept changes done within the rules better than if they feel (and rightly so) that they are getting rooked. 
 245DR076 Dragon #76 What are mithral and adamantite?  Mithral is a very rare metallic ore that has a cloudy silver luster in mined form, but when refined and made pure becomes brilliant and silvery. It is soft, as metals go, and is easily fashioned into jewelry by dwarven, gnomish, human, and elven craftsmen. However, it is primarily used in alloys with pure steel to fashion weapons, shields, and armor; mithral/steel alloys retain magical dweomers much better even than the purest iron, and they may be enchanted to +4 quality. Adamantite is an even rarer ore that seems to come in several basic hues: brown-gold, blue-silver, and green-silver; a few cases are known of black adamantite ore (from drow enclaves). Adamantite is extremely difficult to mine because of its hardness, and must be made molten to be of any use at all. Usually only dwarves, gnomes and humans have access to adamantite, since it is found very deep in the earth and in very small quantities, though drow are able to find enough of it to make their armor and weapons. Adamantite must be alloyed with high-grade steel to be usable in making items, primarily because it is too rare to “waste” by making pure adamantite devices. Adamantite-alloyed armor and weapons maybe enchanted to +5 quality. It may be that pure adamantite can be enchanted to +6, but this is uncertain. Drow-made adamantite weapons are ruined by exposure to sunlight, because of the loss of special radiations that keep their powers operating; normally, adamantite items suffer no such problems. There are rumors that githzerai (see the FIEND FOLIO™ Tome) house themselves in adamantite fortresses, but this is extremely unlikely and is probably a rumor only; wasting adamantite on making forts is hard to excuse, and it is just not found in such quantities. There are no commonly circulated mithral or adamantite coins; if there were, they would be almost unusable by virtue of their great cost. A 1 g.p. weight of mithral would command upwards of 50 g.p.; an equal amount of adamantite would be much more expensive than that. 
 246DR076 Dragon #76 Can a player character become a free-willed vampire and be played like any other player character?  No. A player character who becomes a vampire also becomes an non-player character under the Dungeon Master’s control; otherwise, the character is too powerful and the game balance starts to disappear as the PC vampire vampirizes the countryside. All undead creatures should be NPCs, to emphasize the humanocentric nature of the AD&D™ game system. 
 247DR076 Dragon #76 In the Players Handbook it states that rangers will not congregate in groups larger than three, but in The Lord of the Rings by J. R. R. Tolkien this restriction does not appear.  The rangers in the AD&D game are not the rangers in Tolkien ’s books; granted, the two are related — but in the final analysis, AD&D rangers are different. The AD&D game, more broadly, should not be interpreted too literally in the light of books and materials not developed by TSR, Inc.; though individual DMs and players may do so if they wish, they should note that, for example, Tolkien’s elves are immortal and AD&D elves are just long-lived. The AD&D system is not LOTR. 
 248DR076 Dragon #76 Can a DM award experience points to players for solving riddles, defusing traps, setting up clever ambushes, and so forth? If so, how many points should be awarded?  This is a problem for individual DMs to resolve, though I would recommend giving out experience points for such actions, since doing so tends to encourage further creativity on the players ’ parts. As a rule of thumb, no more than 100 experience points or so should be awarded for exceptionally clever actions; most deeds that involve solving riddles and the like would probably earn about 10-20 experience points or so. 
 249DR076 Dragon #76 If player characters manage to kill off every monster in a dungeon, can they then take the dungeon over for their own?  This depends upon the DM, but actually there is no reason why the characters couldn’t do this. In truth, it might not be such a bad idea, from the standpoint of campaign balance; the cost involved in renovating the ex-dungeon, hiring workers, getting new materials, and so forth will eat up enormous sums of cash. Whenever the players leave the dungeon to go somewhere, new monsters (a few) might move in if they haven’t properly warded and guarded the place. Characters involved in fixing the place up won’t be able to adventure for a long time if they personally supervise everything. Maybe the ruler of the dungeon had some friends from other places (maybe even from some Outer Planes) who plan to drop in sometime; they might not like seeing that the ownership of the dungeon has changed hands. Of course, there will always be the chance that things might tunnel up from below one day . . . like drow, mind flayers, troglodytes, orcs, purple worms, umber hulks — the list goes on and on. You get the idea. 
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