Sage Advice Collection

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  Ref  Ouvrage  Question   Reponse 
 11DR042 Dragon #42 After the surprise dice are rolled, what happens? How does weapon speed factor fit into this? What was the line in the DMG referring to “multiple attacks” and speed factors (page 66, under Weapon Speed Factor) about?  The first part of the question is detailed under the initiative section of the DMG found on page 62, with the nonsurprised being going first. A weapon’s speed factor can partially negate the initiative gained by surprise when slower weapons are used versus high-speed weapons (consult the section on page 66 for details). There are several allowances in the rules for beings attacking more than once in any given melee round and these must be taken into consideration when using weapon speed factors (Rangers and Paladins receive multiple attacks after gaining experience and beings of larger hit dice attack the low hit-point creatures in multiples). 
 12DR033 Dragon #33 Although the Players Handbook does not include them in the description of the Raise Dead spell, may elves and half-orcs be raised from the dead?  No, they cannot. They do not have souls, and therefore a wish must be used to bring them back. 
 13DR060 Dragon #60 An 8th-level monk is reincarnated into a half-elf; does he still retain his thief abilities and 4 damage? If an elven fighter/magic-user/thief had reached the maximum levels allowed by race and suddenly was changed into a human (permanently), would he still be bound by the previous racial restrictions?  Reincarnation is handled the same way whether the effects are due to the druid spell Reincarnate or the magic-user spell Reincarnation. If the form of the incarnation is a creature type that can be a player-character race, then the character must be generated from scratch, just as if it were a new character. The description of the druid spell in the Players Handbook specifies that “If an elf, gnome or human is indicated (by the dice roll), the character must be created.” The reason those three races are mentioned specifically is that those are the only three player-character races on the list of creature types possible with the druid spell. However, the list of creature types given under the magic-user spell also includes dwarves, half-elves, halflings, and half-orcs — all the other races a normal player character is allowed to choose from. And there is a slim chance for any of those incarnations to be the result of a druid spell, too, if the roll on that table results in reference to the M-U reincarnation table. The same rule applies for all reincarnations: If the character created by the spell effect is a playercharacter racial type — even the same race as the original character — then the abilities and characteristics of that character must be determined just as if it were a brand-new adventurer. So, a monk reincarnated into a half-elf cannot remain a monk, or retain any of the abilities of that class. The character is a half-elf of unspecified (until they’re rolled up) abilities and characteristics, and is bound by all the class restrictions and racial limitations which normally apply to that race. An elven (or any other non-human) multiclassed character reincarnated into a human can no longer be multiclassed; like it says in the description of the druid spell in the Players Handbook, “the class they (reincarnated characters) have, if any, in their new incarnation might be different indeed.” Except for the fact that the reincarnated character “will recall the majority of his or her former life and form,” a reincarnated character is essentially an all-new adventurer. Maybe you don’t like the idea of your 10thlevel paladin coming back to life as a gnome — but isn’t any life better than no life at all? 
 14DR043 Dragon #43 An elf magic-user has reached maximum level, and the player has decided to polymorph the character into a human so he can continue to gain levels. Can he do this?  No, he cannot. He may look like a human, but he is still an elf in reality, and therefore racial limitations still apply. 
 15DR052 Dragon #52 An evil cleric has control of a spectre. The spectre drains the life force from another character, making it a half-strength spectre under control of the full-strength spectre. Does the cleric automatically have control of the half-strength spectre, or does the cleric have to attempt to command it to service (turn it)?  can control the new one. What does matter is that there is now a spectre where there wasn’t one when the first spectre was brought under control. A new spectre, even a half-strength one, must be dealt with separately just as if the beastie were another full-strength one that had just come onto the scene. Wights, wraiths and spectres all have the ability to turn victims into half-strength creatures of their own type. The half-strength creatures are not affected by the result of any successful attempt to turn which preceded their becoming undead. Another attempt to turn should be rolled on the appropriate row of the “Clerics Affecting Undead” chart. Alternatively, because the new creatures are only half-strength monsters, the DM may allow rolls on the chart to be treated as if the half-strength undead were a type of undead with half as many hit dice. 
 16DR064 Dragon #64 Are all of the attributes having required minimums to be construed as “principal attributes” for that class with regard to two-classed characters?  Yes, with two exceptions. For the purpose of determining whether a character is eligible to take up a second class, principal attributes for each class are considered to be these: cleric, wisdom only; druid, wisdom and charisma; fighter, strength only; paladin, everything but dexterity; ranger, everything but dexterity and charisma; magic-user, intelligence only; illusionist, dexterity and intelligence; thief, dexterity only; assassin, dexterity, intelligence, and strength; and monk, everything but charisma and intelligence. This includes every ability for which a required minimum is given, except for the fighter’s constitution, which must be at least 7, and the magic-user’s dexterity, which the Players Handbook says must be at least 6. The first exception is made because “The principal attribute of a fighter is strength,” but constitution isn’t mentioned in the same sentence (PH, page 22). A “minimum dexterity of 6” is required for magic-users (page 25), but this is superfluous, since a character with a dexterity of 5 or lower is always a cleric (page 11). Note that the principal attribute(s) for each class may include abilities in addition to those that apply toward a bonus to earned experience. To limit the definition of “principal attributes” to only those abilities that pertain to the experience bonus would make the system unbalanced and unplayable — unbalanced because then it would be easier to become a two-classed paladin than a two-classed ranger, and unplayable because the assassin and monk never get an experience bonus, and so by this definition would not have any “principal attributes.”  
 17DR043 Dragon #43 Are creatures entitled to a save vs. death magic when hit by an Arrow of Slaying?  No. 
 18DR043 Dragon #43 Are creatures entitled to save vs. level loss when hit by a wight, wraith, spectre, etc.?  No. 
 19DR129 Dragon #129 Are creatures that are immune to normal weapons also immune to paralysis? Are undead monsters immune to paralysis?  Paralysis can effect any creature that fails its saving throw against it. 
 20DR066 Dragon #66 Are demi-humans able to manufacture magical items?  Yes, of a wide variety of types, though not as many as humans are able to make because of the demi-humans’ limited ability to climb in class levels. Halfling, gnomish, half-elven, elven, and dwarven clerics of 5th level and above may make holy water with the proper materials, as outlined in the Dungeon Masters Guide. Gnomish, elven, and dwarven clerics of 7th level or above may inscribe scrolls of clerical spells of up to the 4th level in power. Half-elven and elven magic-users, with the aid of an alchemist, may make magic potions of many sorts at 7th level and above; they may also inscribe magic scrolls with spells of up to the 4th level (for 7th or 8th level half-elven magic-users) or 5th level (for elves of 9th-11th level in magic-user ability). Protection scrolls may also be inscribed. Half-elven Archdruids can, of course, make any druidical magic item. Beyond this, what can be done? Dungeon Masters might wish to consider the following possibilities. Grey elves (faerie) are supposed to get a +1 on their intelligence scores, bringing their maximum intelligence up to 19. Could these elves perhaps also reach the 12th level of magic-user ability with a 19 intelligence? At that point, they could manufacture a number of other magic items, particularly those with a number of charges that are expended with each use of the item but may be replenished later (wands, staves, spell-storing rings, and so forth). Yet it would appear, from some comments in the DMG (p. 116), that demi-humans are sometimes capable of making items with permanent dweomers. A Dungeon Master could declare that a demi-human cleric who reaches the highest possible level is able to invoke the favor of his or her deity to permanently enchant certain items, in the same way as normal clerics of 11th level or above, or druids of 13th level and above. The range of the items that could be so enchanted might be limited so that the items would be oriented toward the needs and capabilities of that race (as the Cloak of Elvenkind and Boots of Elvenkind are appropriate to elves, and the Dwarven Thrower +3 Warhammer is appropriate to dwarves). Elven cleric/magic-users might be able to make a wide variety of items in this way, such as magic swords, bows, spears, arrows, armor, shields, daggers, helms, and any other such item as appropriate to the use of elvenkind. Dungeon Masters could declare some items as not being the sort elves would want to make, either because of cultural concerns (elves do not generally use axes or tridents) or because those items are beyond their ability to make (Wish rings, for example). Gnomish cleric/illusionists might make and enchant items of illusionist nature (daggers, rings charged with illusionist spells, certain wands and amulets) of temporary or lasting nature; other gnomish clerics or fighter/clerics might make magical axes, hammers, armor, shields, daggers, short swords, and missile weapons. Dwarven clerics or fighter/clerics would make the same sorts of things gnomish clerics make. Halfling clerics and druids do not achieve as high a level at their maximums as do the other demi-human races, so it may be conjectured that their magic items would not be as powerful, but DM’s might want to investigate the possibility of some minor magicitem creation appropriate to halflings in general. Some excellent resource material for figuring out what sorts of specialized magic items a certain demi-human race could make may be found by looking over the description of the particular pantheon that race worships. What sorts of weapons, armor, and items do their deities use? One could simply develop scaled-down versions of the gods’ major weapons and equipment and define those as items able to be fabricated by demi-human spellcasters. Halfling druids who worship Sheela the Wise (issue #59 of DRAGON™ Magazine) might use permanently enchanted shillelaghs or amulets that store Entangle spells; dwarven clerics of Dumathoin (issue #58) might have amulets that duplicate the functions of Wands of Metal and Mineral Detection; Aerdrie Faenya (issue #60) could have elven followers with rings of Feather Falling or Avian Control; and gnomes who are clerics of Segojan Earthcaller (issue #61) could have enchanted crystals that would summon (on a onetime basis) a minor earth elemental for assistance. In any event, Dungeon Masters should try to keep such magical items relatively rare; DM’s should also note that demi-humans will not want to sell or give away their magic items and will fight to keep them. Only in extraordinary circumstances, such as for acts of great heroism or deeds that greatly benefit a particular race, will demi-humans even consider giving away a magical item.  
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