Sage Advice Collection

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 300DR079 Dragon #79 Couldn’t the water-creating pill, item #26 in the article on “Non-violent Magic Items” (issue #73) be used as a poison?  If misused, this item could harm or kill a careless character. (The same might be true of other items described in the article.) But it was not intended for combat purposes and is technically “nonviolent. ” It does not count as a poison in any event. 
 301DR079 Dragon #79 In issue #73, half-ogres are said to have trouble using magical boots; however, the DMG says that magic boots will expand to fit creatures of up to giant size.  The DMG also notes, for boots of levitation and boots of speed, that heavier creatures will make these devices less effective. Certain other sorts of magical boots will work for half-ogres, but some won’t. The half-ogre’s exceptional size and weight need to be carefully considered when they use many sorts of magical items like these. 
 302DR079 Dragon #79 “Gems Galore” (issue #72) does not say how some of the gemstones described in the article may be found.  DMs may create their own random-roll tables as extensions of the ones given in the DMG (p. 26), for gemstones found in treasure hoards in their campaigns; the gems described in the article may be included therein. 
 303DR079 Dragon #79 In the Sage Advice column in issue #71, it was stated that lycanthropes cannot change their shape on the Astral Plane because there is no natural darkness there. However, the DMG states that after six years of experience, lycanthropes can change at will. Which is correct?  The Sage Advice answer in #71 should be amended as follows: Lycanthropes of any sort found on the Astral Plane will assume wereform only as a result of melee injury or the casting of certain spells (as noted on p. 22, DMG) if the creature has had lycanthropy for less than six years. Those having lycanthropy for more than six years will, in addition to the above circumstances, be able to change into wereform at will. 
 304DR079 Dragon #79 Several questions regarding the astral module “Fedifensor” (issue #67): Githyanki knights in the module are apparently normal fighters, while the FIEND FOLIO® Tome notes them as being anti-paladins; why is this so, and what are an anti-paladin’s powers? Do githyanki have clerics or shamans? Why were there not more knights at the outpost, since the FF notes that githyanki astral fortresses have 40 knights?  The “anti-paladin” reference in the FIEND FOLIO Tome should not be taken literally; actually, there is no official anti-paladin class. The phrase, as used in the githyanki text, should be taken to mean that githyanki knights act very much the opposite of how a paladin would act (i.e., they are chaotic evil). Githyanki knights have powers normally associated with regular fighters. Githyanki have no clerics or shamans, since the “deity” they worship (like the one ruling the githzerai) is not a true deity or demigod and cannot grant spell powers to any followers. There were not more knights at the outpost because it was an outpost, not a fully equipped fortress. 
 305DR079 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.” 
 306DR079 Dragon #79 In issue #66, Leomund’s Tiny Hut lists some interesting lower-level monsters. But one of them, animal skeletons, cannot apparently be made using the spell animate dead as described in the Players Handbook.  It is conceivable that evil clerics could develop a spell similar to animate dead that would allow for the animation of animal skeletons. Such a spell would likely be of third-level power and similar in most respects (such as casting time and so forth) to the other spell. 
 307DR079 Dragon #79 In “The Missing Dragons” (issue #65), which describes the “color-wheel” theory of dragonkind, it was said that mating a blue and yellow dragon will produce a green one. Doesn’t this contradict the AD&D rules, where it is said that Tiamat spawns all of evil dragonkind?  If the “color-wheel” theory is used, one could assume there are three ways to create green dragons: two adult green dragons can mate and have young, an adult blue and an adult yellow dragon could mate and produce green young, or Tiamat could give birth to green young and drop them off on the Prime Material Plane. All three methods could work simultaneously. This would also work in a related fashion for the orange and purple dragons described in the same article. Remember, once again, that this article was unofficial and does not have to be used in a campaign, but can be adopted if a DM so desires.  
 308DR079 Dragon #79 The article revising the Celtic mythos in issue #65 lists some of deities as having druidic powers of over 14th level. How is this possible?  Deities do not have any of the restrictions placed upon them that mortals have. A good-aligned deity may be able to use assassin powers; neutral gods may have paladin powers. The deities in issue #65 with druidic powers of greater than 14th level should have the given level apply where applicable for spell ranges, areas of effect, and so forth that depend upon the spell caster’s level. Taking a cue from E. Gary Gygax’s writings on 15thlevel druids in the same issue, a deity with an effective druid level of more than 14th should have the ability to cast 6 spells of each level per day, plus as many bonus spells as the deity’s wisdom score will permit. 
 309DR079 Dragon #79 Concerning “Evil Dragon Armors” (issue #62): Can someone make shields from dragon hide with special powers? Why are the armor classes of the dragon armors so low? What special powers would suits made from other sorts of evil dragons (e.g., yellow, orange, purple, chromatic) have?  Much of this would be up to the DM to arbitrate. A shield made of dragon hide might give a bonus to the saving throw of the user against the breath weapon of the dragon-type the shield is made from, if the shield was properly enchanted. Such a shield would otherwise be like any other type of magic shield, benefitting the user’s armor class. Only one or two shields at most could be made from any single dragon hide, under the same restrictions as mentioned in the original article. The AC of the dragon armors is low because live dragons have thick layers of fat and muscle beneath their scaled hides, which adds to their AC. Armors made from other types of evil dragons can be created by interested players and referees, within the restrictions of the original article; the powers that such armors would possess are up to the DM to decide. 
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