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 111DR078 Dragon #78 Can a character with the discipline of energy control negate the effects of a powerful spell such as wish, feeblemind, or disintegrate? Does “spell level” refer to the level of the spell caster throwing the spell at the psionic character, or to the level of the spell on the spell tables in the Players Handbook?  Because the description of the discipline doesn’t specifically exclude any types of energy, we can assume that energy control works against even the most powerful magic. If the “die of-damage normally delivered by the energy” is not applicable or able to be determined, then the point cost of this discipline is equal to the minimum level of spell caster able to employ the spell which produces the effect. (This interpretation makes the use of energy control against powerful magic reasonably expensive, as it should be; under a different interpretation, it might only cost 9 points to undo a wish, and that doesn’t seem like much of a price to pay.) Thus, it costs 18 points to negate the effects of a wish, whether the wish was in the form of a cast spell, a scroll spell, or from a ring, because a caster employing a wish spell must be at least 18th level to cast it. By the same reasoning, dissipating a feeblemind spell costs 11 points, and negating a disintegrate spell costs 12 points. 
 112DR054 Dragon #54 Does the Rod of Asmodeus only absorb 50 spell levels, like a regular Rod of Absorption, or is its power greater than that? Is the Rod an artifact or relic? How about Geryon’s horn?  Because the Rod of Asmodeus “acts as a rod of absorption,” we assume that it can absorb up to 50 spell levels in a single use (or in one encounter). Because the rod belongs to and is controlled by Asmodeus, we can assume that a powerful, magical being such as he is capable of recharging it (unlike a normal rod, which cannot be recharged) after a reasonable interval of time (perhaps a day) has passed since it was last charged up. This interpretation makes the Rod of Asmodeus infinitely powerful, as far as its absorbing ability is concerned, but it also places a limit on how much of the absorption power can be employed within a certain time span. No, neither the Rod of Asmodeus nor Geryon’s horn is an artifact or relic. Apparently, this question is derived from the fact that the wand used by Orcus is included on the artifacts and relics list in the Dungeon Masters Guide. However, the wand is a special case; as stated in the item’s description, it exists as an artifact because Orcus sometimes chooses to let it appear on the prime material plane to further the cause of chaos and evil. Devils, being lawful evil instead of chaotic evil, do not have such a “carefree” attitude about their precious items (such as the rod and the horn) and will not willingly part with them in such a fashion. Thus, the only way the Rod of Asmodeus or the horn of Geryon, or any other-devil’s favorite weapon, can be encountered is when encountering the devil himself. 
 113DR071 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.
 
 114DR126 Dragon #126 How do you fight a black dragon? Spells don’t work on them, and they’re made out of acid.  Black dragons are not made out of acid; they simply use an acid breath weapon. Spells affect dragons just as they affect other. monsters — if a dragon fails its saving throw, the spell affects the dragon. Dragons are also vulnerable to weapons. 
 115DR129 Dragon #129 Can a character wear just one of a pair of gauntlets of ogre power and gain increased strength in only half of his body?  Both gauntlets must be worn in order to gain any benefit at all. 
 116DR129 Dragon #129 Do breath weapons and other area effects (like fireballs from the Expert Set) hit automatically?  Breath weapons and other area effects require no “to hit” roll. Creatures in the area must save against the attack or suffer its full effects. 
 117DR118 Dragon #118 Our campaign includes an old- style paladin with a long history. With the change from fighter subclass to cavalier sub-class, we have been arguing over what changes must be made in this character’s statistics and background. The character doesn’t have the minimum requirements for the cavalier class. Do we have to raise his ability to scores so he can fit into the class? Also, the new code of chivalry would change the character drastically. Do we have to assume that the old teachings were part of his background this whole time?  Bringing existing characters into line with new rules is always difficult, but the degree to which this change is mandatory in a given campaign is a matter for the DM and player to decide together. If the DM wants to include the full gamut of new rules in the campaign and wants the characters to conform, the player and DM can discuss the best method of working it out. It is not mandatory that the character change at all; your campaign is your own game, and it can be run as you please. [There are a few lawful-neutral dwarven paladins running around in certain long-term AD&D® and D&D® game campaigns because of a poorly explained rule in the old Supplement 1, Greyhawk, for the original boxed D&D® game set — RM]. There are several methods of handling minimum ability score requirements. First of all, though a character must meet the minimum requirements to start out in the class, the character will not lose powers or the ability to progress in the class if those scores are later lowered by some means, such as magic, aging, etc. Therefore, one option is to assume that the character had the requisite scores at the beginning of his career, but they were later reduced to their present status. This process can be rationalized as much or as little as you wish. Or, the DM can rule that the requirements for becoming a paladin in this campaign world were not as strict when the character in question started, but that due to competition the requirements were increased at some later time. That way, the existing character can stay as it is, but new ones would have to conform to the new rules. However, the old character would still be eligible to begin gaining the benefits of the cavalier class at this point due to his status within the campaign world. The cavalier’s ability to raise scores through experience can also come in handy; you could make it retroactive if that would help bring the character into line. As for background, the chivalric code may or may not fit in with your campaign world. If it does not, I would recommend not using the cavalier class at all. If it does, the paladin character should abide by it. But use good sense; paladins behave in a lawful and good fashion, and do not scorn lowly folk in need. 
 118DR126 Dragon #126 I’ve just moved and I can’t find a new campaign. I own a couple of solo adventures, but they don’t match the levels of my characters.  By any or all of the following:
  1. Try out TSR, Inc.'s solo modules and ADVANCED DUNGEONS & DRAGONS® Adventure Gamebooks. You’ll probably enjoy them, even if the characters in them are not the level that you wish to play.
  2. Ask local book stores and hobby shops that carry TSR products to let you post notices asking for a DM.
  3. Consider placing a classified ad in a local newspaper.
  4. You might consider joining the RPGA Network. The Network is a TSRadministered worldwide club of roleplaying gamers. One of its services is to help get gamers together. Membership information is obtainable from: RPGA Network, PO. Box 509, Lake Geneva WI 53147 (ATTN: Membership Director).
 
 119DR052 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. 
 120DR079 Dragon #79 What is a cantrip?  Cantrips are minor magical spells for magic-users and illusionists, often referred to as “0-level” spells. Typical cantrips include polish, sweeten, curdle, knot, flavor, (summon) mouse, and (produce) belch. These spells were described in issues #59-61 of DRAGON Magazine, and are reprinted in the Best of DRAGON® Vol. III anthology. 
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