| Ref | Ouvrage | Question | | Reponse |
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111. | DR078 | 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 doesnt 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 doesnt 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. |
112. | DR054 | 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. |
113. | 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.
|
114. | DR126 | Dragon #126 | How do you fight a black dragon?
Spells dont work on them, and
theyre 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. |
115. | DR129 | 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. |
116. | DR129 | 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. |
117. | DR118 | 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 characters
statistics and background. The character doesnt 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 cavaliers 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. |
118. | DR126 | Dragon #126 | Ive just moved and I cant find a
new campaign. I own a couple of
solo adventures, but they dont
match the levels of my characters. | | By any or all of the following:
- Try out TSR, Inc.'s solo modules and
ADVANCED DUNGEONS & DRAGONS®
Adventure Gamebooks. Youll probably
enjoy them, even if the characters in them
are not the level that you wish to play.
- Ask local book stores and hobby shops
that carry TSR products to let you post
notices asking for a DM.
- Consider placing a classified ad in a
local newspaper.
- 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).
|
119. | DR052 | 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. |
120. | DR079 | 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. |