| Ref | Ouvrage | Question | | Reponse |
---|
240. | DR071 | 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. |
241. | DR071 | 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. |
242. | DR071 | 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.
|
243. | DR076 | Dragon #76 | Who was Baba Yaga, the magic-user lady who made the Hut
artifact in the DMG? | | According to David Nalles 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 (shes 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 shes feeling especially mean,
shell 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. |
244. | DR076 | 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 theyve 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. |
245. | DR076 | 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. |
246. | DR076 | 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 Masters 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. |
247. | DR076 | 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, Tolkiens elves are immortal and AD&D elves
are just long-lived. The AD&D system is not LOTR. |
248. | DR076 | 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. |
249. | DR076 | 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 couldnt 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 havent properly
warded and guarded the place. Characters involved in fixing the
place up wont 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. |