Sage Advice Collection

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 420DR052 Dragon #52 How long do the paralyzing effects of a glyph of warding (peh) last?  That’s up to the DM. (If you want a recommendation from the sage, try 1-6 turns.) There are no details in the AD&D game rules on exactly which glyphs should be employed in a campaign or what their characteristics should be. The glyph of paralysis (peh) which is illustrated on page 41 of the DMG, along with some others, is meant as an example of how a glyph might appear and what its general function might be. Other suggestions for “typical glyphs” are found in the spell description in the Players Handbook, but players and DMs must take it from there, formulating all the specific rules governing how severe and how long-lasting the effects of a glyph are. 
 421DR079 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. 
 422DR124 Dragon #124 D&D® Expert Set : Why was the method for calculating Will scores changed in the new Expert rules? As it stands now, a fighter who wants to exchange ability score points to get a high strength will have a difficult time controlling intelligent swords.  The “old” D&D Expert Set used strength and wisdom because the original D&,D game by Gary Gygax and Dave Arneson used strength and intelligence to determine the Will score. Since wisdom, not intelligence, determines the power of a character’s personality, the editor decided to change intelligence to wisdom when the Expert Set rules were first compiled. The “new” D&D Expert Set takes that logic a step further; the struggle between character and sword is mental, not physical, so we use the character’s two mental scores. Now players have to make a choice about creating their characters: gain high strength for extra experience and more damage right from the start, or keep the intelligence and wisdom scores in case the character is lucky enough to find a magical sword. The D&D game is a game of choices, and they aren’t always easy ones. 
 423DR124 Dragon #124 D&D® Expert Set : Why do saving throws and thief abilities get worse in the 1983 edition of the Expert Rulebook?  The “old” D&D Expert Set was prepared at a time when no one knew how far the D&D game system was going to go. These rules allowed certain character abilities to improve far too quickly, leaving little room for further advancement and development. The “new” Expert Set was prepared with the D&D Companion and Masters Sets in mind. If you plan to go no farther than the Expert Set, you can use the old rules. Otherwise, use the new rules. 
 424DR044 Dragon #44 Is it okay for a Monk (Lawful Neutral) to sneak up on an opponent and then backstab? (Is this act chaotic? Is this evil?)  The act of killing a victim without knowing if he/she is truly an enemy (in other words, killing a complete stranger without knowing if he/she presents a threat) is a chaotic act. The act of killing an opponent with the knowledge that there is some other way to overcome him/her is an evil act. It would seem permissible for the Lawful Neutral Monk (or any other similarly aligned being) to attack a known enemy from the back, when circumstances make it necessary to kill that foe. 
 425DR043 Dragon #43 Does one saving throw, apply to multiple attacks (e.g. If three ghouls hit one character simultaneously are three saves necessary to negate paralyzation?)?  The act of rolling a saving throw is the end result of the concept that there is a chance for an occurrence to not adversely influence a character for one reason or another. In the case of three ghouls making paralyzation attacks, there are three separate chances to be influenced by the magic of the ghouls and thus a need for three separate saving throws. Just because a character is lucky enough to resist the influence of two ghouls does not mean that the luck he has will or will not run out with that third attack. 
 426DR047 Dragon #47 is it okay for a chaotic good character to torture others? To slay heipless opponents? To back stab?  The act of torturing is basically “ungood,” and even in the case of extreme hatred for another race or creature type a good character will not perform such an act. But there might be times when it is justified, if the end result is good and it cannot be achieved any other way. A character who can justify his actions (to the DM) in such a manner might expect to be able to torture an enemy without changing his alignment status. The “clean” slaying of helpless opponents is acceptable, if those opponents had previously presented a challenge to the character and his party and had attempted to harm the chaotic good character. The act of back stabbing by a chaotic good character is acceptable when it is performed on an enemy of the character and his party — but turning on other party members in the middle of an adventure is not a good act. 
 427DR046 Dragon #46 What happens when a cornered (as in a deep pit) undead creature is turned?  The act of turning undead (by a good Cleric) compels the victim to turn directly away from the Cleric and move as fast and as far away as possible for 3-12 rounds. When it is physically impossible for the creature to keep moving away, it will retreat to the most remote (from the Cleric) location in the area and continually face away from the Cleric and his/her holy symbol. 
 428DR076 Dragon #76 What happens if a GAMMA WORLD® mutant hits an AD&D character with the power de-evolution?  The AD&D character, unlike GAMMA WORLD characters, has no resistance to mental attacks or radiation attacks from GAMMA WORLD monsters or devices. De-evolution will automatically strip an AD&D character of one level per GAMMA WORLD combat round (10 seconds), meaning that 6 life levels will be lost per AD&D round, no saving throw allowed. This was confirmed by Jim Ward, the co-author of the GAMMA WORLD rules. And you thought vampires were bad! AD&D characters drained of life levels by de-evolution simply die and do not become undead. If raised, the character so affected will be a zerolevel character. 
 429DR052 Dragon #52 The Wand of Orcus is said to cause death upon touch, except to those of “like status” such as saints. What level does a cleric have to attain to be considered a saint?  The AD&D game rules do not define conditions which must be met for a character to attain “sainthood.” Specifics like this will vary depending on the pantheon of deities a DM employs in the campaign, and is entirely a matter for the DM to decide. Perhaps “sainthood” as the term generally applies might not even be possible in a certain mythos; in another, it may take the form of divine ascension. In yet another, sainthood might be a status which is attainable by a cleric of sufficiently high level. In such a situation, it seems reasonable that no cleric (or druid) should be considered for sainthood unless and until the character has the ability to cast seventh-level spells. For a cleric to be awarded sainthood would be a great honor for the character. It would give the cleric many more powers, not the least of which would be the ability to survive a swat from the Wand of Orcus. (Note that the wand only causes death “upon touch” when that touch is in the form of a hit in combat, and only when the wand is wielded by Orcus himself.) But achieving sainthood might not be preferable to the player, if the DM rules that the sanctified cleric must become a non-player character instead of continuing to be a player character. Are you sure you want your 20th-level cleric to be a saint after all? 
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