| Ref | Ouvrage | Question | | Reponse |
---|
300. | DR079 | Dragon #79 | Couldnt 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. |
301. | DR079 | 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
wont. The half-ogres exceptional size
and weight need to be carefully considered
when they use many sorts of magical
items like these. |
302. | DR079 | 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. |
303. | DR079 | 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. |
304. | DR079 | 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-paladins 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. |
305. | DR079 | 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. |
306. | DR079 | Dragon #79 | In issue #66, Leomunds 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. |
307. | DR079 | 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. Doesnt 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.
|
308. | DR079 | 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 casters level. Taking a cue
from E. Gary Gygaxs 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 deitys wisdom score
will permit. |
309. | DR079 | 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
users 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. |