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    think it all started on December 8, 1980. While Mark DavidChapman fired four bullets into John Lennon in the entranceway to the Dakota Apartments, I was being fitted for my first

    pair of glasses. That night I had the first of what became arecurring nightmare. Im in the cafeteria waiting in the lunch line.Ifs 11:30 A.M. on a Tuesday. I know this because I look at the clock

    that hangs above the sign that reads, Todays Special - Sloppy

    Joes. Im wearing knit pants with a matching brown vest and a

    turtleneck. The older, okay-looking football player standing behind

    me says, Guys dont make passes at girls who wear glasses.

    Without turning to look at him, I take my lunch tray from the heavy-

    set woman with purple hair and sit down by myself. Then the name

    calling starts, Hey four eyes! Metal mouth! Did your mommy dress

    you this morning? I open my mouth to say something but only end

    up spitting out partially chewed sloppy joe. Suddenly I cant breathe,

    and my jaw feels wired shut. The cafeteria erupts in laughter. I wake

    up gasping and coughing. That was when it began. That waswhen I realized I was a nerd.

    When I reached high school, I tried to hide my true nerd self. played varsity soccer and tennis. I was a member of the stu-dent government. I wore preppy clothes and even, gasp,permed my hair. My braces came off, and my parents finally letme get contacts. I fit in so well that the anti-social club didntask me to be a member. But that lasted only a year and then met some people who were just like me and we were tiredof hiding. I cut my hair, I wore pieces of brown packaging tapeon my jeans, and my friends and I printed T-shirts that readMisfits of Society. We wore them with pride.

    In college, my friends and I organized all-day gaming ses-

    sions of the AD&D game or ChaosiumsCall Of Cthulhu. During summer breakwe drove to Teri Andre State Parkand played war games in the

    sand dunes, complete with water balloons as our weapons. Wewatched Star Trek: The Next Generation religiously. The comicbook shop became a hangout, and we openly admitted to lik-

    ing the film version of Dune. We were not afraid.I need no longer be uneasy with my geekdom; the geek is

    now a pop culture icon. About a month ago, the local papereven ran an article about the fashionability of geeks. Its coolto look uncool, and were scoring big all over the place. If youdont believe me, just look around you. Cable television nowhas a channel devoted to nothing but science fiction. You canwatch four variations of the Star Trek series. TheX-Files is one ofthe most popular shows in the country. Forrest Gump was oneof the highest grossing films of 1994. Nerdy pocket protectorshave evolved into fanny packs. Wearing glasses is trendy. Theultimate geek anthem, Gary Numans Cars, has matured intoHe Thought of Cars by Blur. And last August, 30,000 of us

    descended upon Milwaukee for four days of fun, fantasy, andscience fiction.

    I now have a different recurring dream. Im walking down anaisle in a crowded auditorium wearing hush puppies, brown cor-

    duroy trousers, and an argyle sweater. I work my way up to the stage

    and stand in front the podium. I lean in toward the microphonebefore me and I say Hi, my name is Michelle, and Im a geek. The

    crowd stands and applauds.

    TSR, Inc.

    Dave Gross

    Brian Thomsen

    Michelle Vuckovich

    Pierce Watters

    Janet L. Winters

    Anthony J. Bryant

    Cindy Rick

    Larry W. Smith

    Carolyn Wildman

    #3

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    Steve BermanIts finders keepers for mageswho

    specialize in divining and dousing.

    TheRhabdomancer

    Page 12

    Magic MiscibilityJames CollierSo youve got all this magic.What can go wrong?

    Page 8

    Illusions of GrandeurRogers CadenheadHear Emil Duli Wonk tell you what youreally need to know for your PC illusionists.

    Page 20

    CursesEd RiceWhen you want to do your very worst. . .

    Page 28

    A Wizards ThreeChris PerryThree new mages: frost wizards, fiendslayers, and spiritualists.

    Page 40

    TheDimensional

    WizardBarry A.A. Dillinger

    A new kit for wizards specializing indimensions and planar travel.

    Page 50

    Survival of the Smartest

    Lloyd Brown IIIHeed your instructor and keep those 1st-level mages alive. Page 66

    MAY 1 6

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    Bazaar of theBizarre:The Magic of IndiaMichael SelinkerMagical items from the India of song

    and legend.Page 33

    Rogues Gallery: TylkSkip Williams

    Meet Til-Kyrmeldur ap Puirdoch, Tylk tohis friends. This half-elven druid/ranger

    believes in the goodness of all.Page 47

    3 . . . . . . . . . . . . . . The Wyrms Turn

    Geeks of the world, unite. We have nothing tolose but our pocket protectors.

    6 . . . . . . . . . . D-MailReaders letters on our new look, Krynn, andToril.

    61 . . . . . . . . . . . Role of BooksJohn C. Bunnell reads the newest novels.

    89 . . . . . . . . . Sage adviceSkip Williams answers questions on spell work-ing and some optional rules.

    93 . . . . . . . . . Cons & ProsWe let you know where the conventions areand whos going to be there.

    95 . . . . . . . . . RPGA Network NewsNetwork coordinator Scott Douglas presents afew of his 297 Rules of Convention Attendance.

    97 . . . . . . . . . ForumLetters this month contain advice for DMs andplayers, as well as a discussion on women ingaming.

    108 . . . . . . . . . . Role-playing ReviewsRick Swan takes a virtual vacation.

    120 . . . . . . . . . The Current ClackAllen Varney talks about the industry.

    Campaign Classics:

    The Wu JenDave Zeb CookThe powerful mage from the Oriental Adventuresgets a facelift for 2nd Edition.Page 54

    Dungeon Mastery:A is for NPC

    Keith StrohmTips on making a Grade-A NPC

    Page 85

    Magic DoesntAlways Go BoomChristopher BylerNot all magic has to be flashy.

    Page 72

    Other Material

    9 9 . . . . . . . . . . . . Knights of the Dinner Table

    1 0 0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DragonMirth

    1 0 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Gamers Guide

    1 0 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Floyd

    1 1 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TSR Previews

    76 The Taking of MountNevermind(DragonLance: Tales of the Fifth Age)David WisePyrothraxus the Great, a mighty red dragon, claimshis new home. Theres just one tiny problem.

    DRAGON #

    229 5

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    More on the new lookDear DRAGON Magazine:

    I havent opened a current issue ofDRAGON Magazine for the last three years,since I let my subscription run out. Forsome reason, the articles ceased to berelevant to me and my campaigns. I

    noticed the January (#225) and February(#226) issues on a bookstore rack andthe new format captured my curiosity. Ipurchased both issues and promptlybegan perusing the articles.

    I must commend you for your effortsin revamping the magazine they havereally paid off.

    The format and layout of the maga-zine are much friendlier and moreimportantly the articles are better.There is a definite sense of purpose anddirection in the articles and in thethemes of both issues, two qualities I feltwere lacking three years ago. Therewere an unprecedented six articlesbetween the two issues that were well-presented and actually useful, wellabove the traditional one article perissue that I am used to. If you continueturning out magazines as worthwhile asissues #225 and #226, you will winback an old subscriber. I hope that youare successful.

    For your information, the articles thatI found noteworthy were Secret Originsand Motivations of Player Characters,

    Im Okay, Youre One-Dimensional,Dungeon Mastery: What to Do WhenYour Party Wants to Split Up, The

    DRAGON Magazine (ISSN 0279-6848) is published monthly by TSR, Inc.,201 Sheridan Springs Road, Lake Geneva, WI 53147, United States of

    America. The postal address for all materials from the United States ofAmerica and Canada except subscription orders is: DRAGON Magazine,201 Sheridan Springs Road, Lake Geneva, WI 53147, U.S.A.; telephone

    (414) 248-3625, fax (414) 248-0389. The postal address for materials

    from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry

    Hinton, Cambridge CB1 3LB, United Kingdom; telephone (0223) 212517(U.K.), 44-223-212517 (international), telex 818761, fax (0223) 248066

    (U.K.), 414-223-238066 (international).Distribution: DRAGON Magazine is available from game and hobby

    shops throughout the United States, Canada. the United Kingdom, andthrough a limited number of other overseas outlets. Distribution to the

    book trade in the United States is by Random House, Inc., and in Canada

    Magic Goes Away, Off-the-Cuff NPCs,and Improve with Improv.

    David L. KinneyChicago, IL

    Dear DRAGON Magazine:I have not read DRAGONMagazine with

    any regularity since 1989. I picked upissue #225 (January) with a little hesita-

    tion, but I heard the magazine wasregrouping, and I thought I would give ita try. I was not disappointed.

    The reason I hadnt bought a DRAGONMagazine in so long is that it had noth-ing to offer me as a DM or a player. Inissue #225, however, I will be able touse almost every article in some way(except for the PLAYERS OPTION rules).

    I have, however, one strong criticism.I do not like polybagged magazines.Considering DRAGONMagazine has notbeen useful to me for seven years, Iquestioned buying #225. I dont likebuying products sight unseen. AlthoughI am filled with hope for DRAGONMagazines future, I will pay $4.95 for apolybagged magazine only to find it isof no use to me once or twice before Istop buying it altogether.

    Ed May

    Dear DRAGON Magazine:As a player of DUNGEONS& DRAGONS

    for over 15 years, I had to write and com-ment on your recent changes. RoguesGallery goes back to your old Giants in

    the Earth series. You change, but stillkeep basics the same. I was also pleasedto see Campaign Classics. I am andwill always be a GREYHAWK player. Ialso fell in love with the combinedSF/Fantasy aspect of spelljamming. Forall of us long-playing, hard-core adven-turers who grew up in the alley-ways ofGreyhawk City and one day made it tothe stars on an elven man-o-war, I thankyou.

    Larry W. CofferenAbilene, TX

    Thanks for the kind words, guys. Your

    checks are in the mail. Its really satisfying to

    know that people appreciate the final prod-

    by Random House of Canada, Ltd. Distribution to the book trade in the

    United Kingdom is by TSR Ltd. Send orders to: Random House, Inc., OrderEntry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733-3000. Newsstand distribution throughout the United Kingdom is by

    Comag Magazine Marketing, Tavistock Road, West Drayton, MiddlesexUB7 7QE, United Kingdom; telephone: 0895-444055.

    Subscription: Subscription rates via second-class mail are as follows:$42 in U.S. funds for 12 issues sent to an address in the U.S.; $49 in U.S.funds for 12 issues sent to an address in Canada; 36 for 12 issues sent

    to an address within the United Kingdom; 49 for 12 issues sent to anaddress in Europe; $65 in U.S. funds for 12 issues sent by surface mail to

    any other address, or $119 in U.S. funds for 12 issues sent air mail to any

    other address. Payment in full must accompany all subscription orders.

    Methods of payment include checks or money orders made payable to

    uct. Were hoping to continue to make

    even better in the coming months.

    Soth is back on Krynn?Dear DRAGON Magazine:

    In the novel Dragons of SummFlame, Lord Soth makes an appearancIn the novel Knight of the Black Rose, Lo

    Soth is supposedly drawn into the laof Ravenloft. How could he be in bothIm asking because I run a RAVENLOFTcampaign and my brother runs DRAGONLANCE campaign, and we cafigure out which one Soth belongs to.

    Oh... in the short story Kindlin(issue #225), who was the red dragoand where does she come from?

    David AldPalmdale, C

    Reread Dragons carefully. Lord Sohimself is not seen on Krynn. He is rumorto be there, reported to be leading his leg

    of undead knights. Dont trust rumors. Sois the dark lord of Sithicus, and dark lor

    cant leave their realms. So unless you ha

    some phenomenal planar shift that alters

    sorts of realities (which, granted, the Cha

    god may have created), Soth is stuck

    Demiplane of Dread for the present tim

    Your brothers out of luck.

    The red dragon in Jean Rabes story w

    Malystrix, Malys to her friends. As to exac

    who she is, where she comes from, a

    what her arrival means to Ansalon. . . yo

    have to wait and see.

    The good, the bad,and the ugly

    Dear DRAGON Magazine:Congratulations on the revamp; i

    definitely a smoother and slicker pacage. The polybag is no doubt a benefor subscribers and allows the occsional freebie, so no objections here. Othe other hand, the new logo resembl

    some sort of grotesque blob falling frothe sky. Oh, good call on reproducinthe cover art sans copy!

    As for the interior, Im pleased wi

    TSR, Inc., or charges to valid MasterCard or VISA credit cards; sendsubscription orders with payments to TSR, Inc., P.O. Box 5695, Bosto

    02206, U.S.A. In the United Kingdom, methods of payment includecheques or money orders made payable to TSR Ltd., or charges to a ACCESS or VISA credit card; send subscription orders with payments

    TSR Ltd., as per that address above. Prices are subject to change wiprior notice. The issue expiration of each subscription is printed on tmailing label of each subscribers copy of the magazine. Changes of

    address for the delivery of subscription copies must be received at lesix weeks prior to the effective date of the change in order to assureuninterrupted delivery.

    Submissions: All material published in DRAGON Magazine becomeexclusive property of the publisher, unless special arrangements to t

    contrary are made prior to publication. DRAGON Magazine welcomes

    6 MAY1996

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    the attention to discontinued worlds (anecessity, since no new releases supportthese treasured campaigns), but so farall weve seen is spellbooks (enoughalready!) and spells. Lets see new back-grounds, encounters, and even somemonsters.

    A true return to DRAGONMagazinesroots should include lots of alternate

    classes for PCs and NPCs, adventuringlocales from commonplace to exotic,and background material.

    Industry news and RPGA NetworkNews are fine, informative additions.

    I have one more minor complaint.Sometimes it seems every article has tobegin with a cute scenario or planartraveling informant. It is high time forthe editor to wield his power anddeclare these seemingly ceaseless intro-ductions to be welcome no longer.

    Mark WadeSalt Lake City, UT

    Thanks, Mark. Your comments are

    noted, although you may want to look at

    Campaign Classics again. So far weve

    had spellbooks (January), magical sands

    (February), and a revisited wizard kit (May).

    Thats hardly all spellbooks and spells.

    Future installments of Campaign Classics

    will feature all you have suggested and

    more. Keep reading.

    What about the rest

    of Faern?Dear DRAGON Magazine:

    I recently acquired Wizards andRogues of the Realms and Warriors andPriests of the Realms. I am, as always,pleased by the quality. I added them tomy ever-growing collection of FORGOTTENREALMS material. I am starting to growdisappointed, however, in the one-sidedview of the materials that are being pro-

    duced. I have all published materialavailable for the Realms, includingMaztica, The Horde, and Kara-Tur. I findthese as interesting (if not more so) aswestern Faern. I think it is safe to saythat almost 90% of the materials detailthis one region. Are there any projects inthe works to include these fascinatingareas? The two aforementioned pur-

    chases would have been true treasuresif they had included even a token sec-tion for those three areas.

    Thanks for the outstanding productsthat TSR consistently puts out, butplease in the future try to remember theadventurers who would like to explorethe other 75% of Faern.

    Michael BrockNiantic, CT

    I agree with you 100%. I would like to see

    more submissions for the magazine on other

    aspects of the Realms, as well. Writers?

    Thedealerissue #ber is4877.

    How to contact us

    lf you have a comment, opinion, or ques-tion for the editors of DRAGON Magazine,

    write us a letter. Wed like to hear from you.In the United States and Canada, send any

    mail to Letters to the Editor, DRAGONMagazine, 201 Sheridan Springs Road, LakeGeneva, WI 53147 USA. In Europe, send mailto Letters DRAGONMagazine, TSR Ltd., 120Church End, Cherry Hinton, Cambridge CB13LB, United Kingdom.

    Correctiontelephone number to find a TSR

    near you which was printed in

    227 is incorrect. The actual num-

    1-800-384-4TSR, or 1-800-384-

    Over the past couple of years,cover artist Dan Frazier has been

    quick to let me know that hes

    not happy with me when I referto him as a dwarf artist. This is

    not to say that Dan is very short

    (although hell never play probasketball), but rather that Im

    particularly fond of his renderings

    of them. He hasnt done anything

    here to change my perception.Dan has the ability to get

    m o r e p e r s o n a l i t y i n t o h i sdwarves than just about anyone I

    know, and, as long as he keepssending them to me, Ill probablykeep publishing them.

    Dan has been keeping himself

    busy painting for the collectiblecard market and is currently

    working on several for the

    SPELLFIRE card game.

    You can also send e-mail to [email protected].

    Notice:

    The ADVANCED DUNGEONS & DRAGONS TRIVIATHLON: The ArcaneChallenge poster was not included in issues of DRAGON Magazineintended for distribution outside the continental United States.

    cited submissions of written material and artwork; however, no respon- States and Canada, contact: Advertising Coordinator, TSR, Inc., 201sibility for such submissions can be assumed by the publisher in any Sheridan Springs Road, Lake Geneva WI 53147. U.S.A. In Europe, contact:event. Any submission accompanied by a self-addressed, stamped enve- Advertising Coordinators, TSR Ltd.ope of sufficient size will be returned if it cannot be published. We Advertisers and/or agencies of advertisers agree to hold TSR, Inc.strongly recommend that prospective authors write for our writers guide- harmless from and against any loss or expense from any alleged wrongines before sending an article to us. In the United States and Canada, doing that may arise out of the publication of such advertisements. TSR,send a self-addressed, stamped envelope (9 long preferred) to Writers Inc. has the right to reject or cancel any advertising contract for which theGuidelines, c/o DRAGON Magazine, at the above address; include sufficient advertiser and/or agency of advertiser fails to comply with the businessAmerican postage or International Reply Coupons (IRC) with the return ethics set forth in such contract.

    envelope. In Europe, write to: Writers Guidelines, c/o DRAGON Magazine, DRAGON is a registered trademark of TSR, Inc. Registration applied forTSR Ltd., include sufficient International Reply Coupons with your SASE. in the United Kingdom. All rights to the contents of this publication are

    Advertising: For information on placing advertisements in DRAGON reserved, and nothing may be reproduced from it in whole or in partMagazine, ask for our rate card. All ads are subject to approval by TSR, without first obtaining permission in writing from the publisher. Material

    nc. TSR reserves the right to reject any ad for any reason. In the United published in DRAGON Magazine does not necessarily reflect the opinions

    of TSR Inc. Therefore, TSR will not be held accountable for opinions or

    misinformation contained in such material.

    designates registered trademarks owned by TSR, Inc. designatestrademarks owned by TSR, Inc. Most other product names are trade-marks owned by the companies publishing those products. Use of thename of any product without mention of trademark status should not be

    construed as a challenge to such status.1995 TSR, Inc. All Rights Reserved. All TSR characters, character

    names, and the distinctve likenesses thereof are trademarks ownedby TSR, Inc.

    Second-class postage paid at Lake Geneva, Wis., U.S.A., and additional

    mailing offices. Postmaster: Send address changes to DRAGON Magazine,TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A.

    USPS 318-790, ISSN 0279-6848.

    DRAGON #

    229 7

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    illustrated by David Horne

    ack in the original AD&D game, a rule stated, Onlytwo magical rings can be worn at any one time. Thisrule was designed to preserve game balance. Although

    only rings were mentioned in the rule, this rule may have beena precedent. The game has always had a lot of magical rings,and back when that rule was made, the list of other magical

    tems was much shorter. Today, there are four volumes ofamulets, bracers, cloaks, diadems, eyes, footwear, and girdlesall of which can apparently be worn and used at the same

    ime.Interestingly, the rule limiting usage of rings was accompa-

    nied by a second rule, this time for potions, concerning misci-bility. This rule stated that if you activated the magic of twopotions at once, bad things might occur. This, too, set a prece-dent. We now had two rules aimed specifically at preventingplayer characters from activating several magical items atonce. All that is left is the final step.

    If we expand these rules to cover all magical items, we cantake a step toward ending the Monty Haul campaign, not tomention restoring the game to a contest of wits, instead of awhich item should I use now? competition.

    DMs, please note that these tables were meant for two pur-poses. On one hand, they penalize PCs who collect and try touse too much magic, but they do it in such a way as to providesome humor and role-playing possibilities. Do not use them asplayer-killers, having a PC grab a dead fish when a vampirestrikes. Dont use them as rewards, either, or ways to get rid ofcursed items. Even the most benign effect should have draw-backs.Miscibility rules

    The rules are fairly simple. Here are two tables,

    a ring, amulet, girdle, or other device (as opposed to merelycarrying in a pouch or backpack); drinking a potion; rubbing onan oil, perfume, salve, or ointment; or activating a rod, staff orwand.

    Whenever a player character has more than two constantitems active at once (that is, devices that do not have a speci-

    fied duration), the player (or DM) must roll a d100 on Table 1:Continuous Conditions. Thereafter, every time a new item isput on or activated, the previously rolled condition is discardedand a new one is determined.

    Whenever the PC is already acting under two or more mag-ical effects and commands a charged item to function, drinks apotion, or employs a one-shot magical device for a furthermagical effect, a roll is made on Table 2: Temporary Conditions.The conditions from this table last only as long as the durationof the potion, dust, etc., and can be dispelled, although with a50% chance of dispelling the magic of the potion, dust, or what-ever as well.

    There are several important modifiers and exceptions thatmust be noted.

    For every active item over three, a cumulative -5% penaltyis imposed. (This modifier does not apply to rolls on Table 2.)

    Items that do not affect the owner, such as a wand of fire ora necklace of missiles, do not require rolls. Spells cast upon some-one wearing multiple magical items do not require a roll to bemade unless these spells cause some permanent enchantment.(It is up to the DM to determine what he considers appropriate.)If so, roll on Table 2, and if the roll indicates non-function, theenchantment is dispelled before it can even take effect.

    Priestly items such as phylacteries of faithfulness do not counttoward rolls, but they should function only with other priestly

    items dedicated to the same faith. In addition,used whenever a PC activates more than two

    magical effects. This can be done by wearing

    priestly items should function only with

    aligned weapons and devices that match

    DRAGON #

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    their own alignments exactly. A mace ofdisruption owned by a PC who picks up alawful good sword +1 becomes merelyan enchanted mace, magical but impart-ing no bonuses to attacks or damage, (amace +0) until the sword is discarded,while the sword will also seem to benon-magical in combat. (It is up to theDM to decide if the sword and mace arestill at least magical for purposes of

    striking special creatures.) For thesecharts, healing potions, salves, and heal-ing devices other than rings of regenera-tion are considered priestly items.

    Field effect items, such as a ring of pro-tection (which gives a +1 save bonus toeveryone within 5), cause everyonewithin that area with two active magicalitems to roll on Table 2. This conditioncannot be dispelled, but it ends when thePC becomes clear (or steps out) of thearea of effect. Another roll must be madeevery time a PC moves back into the

    field.Items that perform the same functionimpose a further -10% penalty per item.For instance, bracers of defense, magicalarmor, and a cloak of protection all havethe effect of enhancing ones ArmorClass, so a fighter wearing the first twoand then donning the latter must roll onTable 3, with a -20% roll. If the fighterwere wearing a ring of regeneration andmagical armor, however items confer-ring benefits in two different areas and then put on the cloak, the roll wouldbe only at -10%.

    An example: A PC wears a cloak of pro-tection, bracers of defense, an amulet of theplanes, a scarab of holy turning, and a gir-dle of giant strength. On his left hand is aring of protection, and on his right is aring of jumping. He has a wand of wonder,a potion of extra healing, and a crystal ballin his backpack, and is trying on a pairof boots of dancing. (His DM loves him.)Because he is wearing and using morethan three items, there is a -5% penaltyfor each of them. Note that three magi-cal items he wears are there to enhance

    his Armor Class. They receive the sec-ondary penalty for being multiple itemsperforming the same function.

    The cumulative penalty on the roll is-65%, broken down thusly: -5% eachfor for an excessive quantity of activeitems (total: -35%); -10% for the sec-ond AC-enhancing magical item; and-20% for the third AC-enhancing item.

    The wand of wonder and the crystalball, as they are in the backpack, do noteffect the wearer and are not counted.

    The potion is dormant until drunk, andthe scarab is a priestly item; they donteffect the roll, either. Since the PC is try-ing on the boots, he rolls on Table 1.Further rolls must be made wheneverthe wand or crystal ball is used or thepotion consumed; but these rolls aremade on Table 2.

    If resulting conditions are contradic-tory, the temporary condition takes

    precedence. (If the DM wishes, he maycall for a re-roll.) Once the temporarycondition has run its course, the contin-uous condition resumes. Only adding orremoving a device changes that perma-nent condition, though the DM mayconsider remove curse or wish spells toreturn the PC to his status quo ante.

    Table 1: Continuous Conditions(roll 1d100)1-19. All magical items carried or worn,

    including cursed items, cancel each

    other out. An item must be added orremoved before any work at all.20. One item glows as though a continu-

    al light spell has been cast on it. Theitem need not be one of the PCsmagical items. Decide randomly, orDMs choice.

    21. The next time the wearer is hit by amagic missile, a volley of magic missilesexplodes from his body, hitting every-one within 10 for 4d6 hp damage.

    22. All magical items adhere to thewearer. Only adding an item endsthis condition.

    23. Dogs howl when within 50 of thischaracter.

    24. Drinking any liquid even water causes the wearer to become intoxi-cated for 1d4 rounds.

    25. Mice appear and tug at magicalamulets, rings, or similar items when-ever the PC sleeps. Roll 1d6 for eachturn of sleep. On a 1, the tuggingawakens the PC, and he suffers a +2penalty on initiative the next day dueto lack of sleep. The mice never suc-ceed in removing anything.

    26. A strange, melodious hummingemanates from the PCs person (thinkof the monolith in the film 2001: ASpace Odyssey).

    27. Any and all foodstuffs carried by thePC become crystallized salt.

    28. The PC begins to itch unbearably ifhe has to ride any animal. Dexterityis reduced to 3, spellcasting is impos-sible, and he makes quite a spectacleof himself.

    29. The PC smells like bacon.

    30. The PC sees all opponents as gianrats. (What do you mean the gianrat energy drains me?) He caattempt to disbelieve at -4.

    31. An illusory member of the oppositsex (ideally an old flame from a messsplit) follows the PC constantly, periodically shouting yoo-hoo! and wavingNo one else can see the illusion.

    32. The PCs voice becomes squeaky

    Reaction rolls have a penalty of -5.33. The PC sweats profusely. His effect

    begin to rust. Every 5 rounds he musdrink a cup of water or temporarillose 1 point of Constitution. If hiConstitution reaches zero, he dies.

    34. Any music affects the PC like Ottoirresistible dance spell.

    37. The PC has an irresistible urge to puon yet another magical item. If therare no more in his possession, hmust save vs. spell or become beligerent with his comrades, demand

    ing they give him something else. he saves, he continues to be uncomfortable and bellicose and makes grab at the first enchanted item hsees.

    38. Any magical items possessing thpower of speech whisper the namof the PC in awed tones when theare within a 20 radius of him.

    39. The PC cannot understand any wrten language he otherwise knowsany scroll or spellbook he attempts tread looks like scribbling to him.

    40. Whenever the PC comes to a fork oother form of divergent path, aunearthly voice whispers to himwhich way he should go. (It is at random, however, and has nothing tdo with his destiny, safety, goals, odesires although he may well thinit does.)

    41. The PCs food and water supplnever runs out; they mysticallreplenish themselves.

    42. A ghostly head floats above the PCfrowning down on him.

    43. Moss grows on the PCs clothing an

    armor. It can be removed, but grows back in one day.

    44. One charged item (ring, wand, stafetc.) that the PC carries goes offwhen jostled. DM decides when th

    jostling occurs.45. Speaking more than three words a

    a time gives the PC hiccoughs fo1d10 turns. Spellcasting is impossiblemissile attacks are made at -4, regular attacks at -2.

    46. If a spellcaster, the PCs spells a

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    function at maximum capacity(range, duration, damage, etc.).

    7. The PCs reflection, in a pool or a mir-ror, is of the PC at age 100 (or thedemi-human equivalent).

    8. Protective magics are reversed (e.g.,a ring of protection +2 becomes -2).

    9. The PC projects an aura of invinci-bility such that villagers wherever hegoes beg him to deal with the local

    pack of werewolves, vampires, familyof frost giants, evil tax officials, etc.Unfortunately, things hostile to thePC do not detect this aura.

    0-59. The newest item functions, butthe other items become inert.

    0-100. No effect; everything functionsnormally.

    able 2: Temporary ornstantaneous Conditionsoll 1d20)-3. All items carried, including cursed

    ones, are nullified. All spells and magical devices within15 of the PC become inert for oneturn.

    A random monster appears, shoutsGive me my ---! and attacks, try-ing to gain possession of some item

    the fight against the PCs party.

    (DMSchoice) of the PCs until the

    6. The PCs charged items are energized

    condition ends. If the PC should give

    so that the next one used expendshalf its total charges in one massive

    the monster the item, it disappears,

    discharge (e.g., a wand of magic mis-siles with 20 charges would launch 10

    only to reappear during the PCs next

    missiles). The rest of the charges orcharged items function normally after

    melee. There is a 60% chance it

    that.

    fights for the PC; otherwise it joins

    7. Charged items function, but, due tomagical forces in flux, they fail toexpend their charges while this con-dition lasts effectively giving the PCfree uses of the item.

    8. The next time the PC successfully hitsin a melee, a loud disembodied cho-rus sounds, Ta-daaaah!

    9. All one-shot items (potions, dusts, etc.)are permanently spoiled, their magicdispelled.

    13. Whenever the PC reaches into a con-tainer, trunk, pouch, pocket, or hole

    Dexterity is reduced by 3 points until

    for something, all he withdraws is a

    this condition ends.

    dead fish. Containers must be emp-

    tied upon the ground for him to be

    12. All charged items gain 1d6 charges.

    able to get their contents.14. A 5-year-old child appears and hugs

    the PC about the waist, sighing My

    Items whose maximum number of

    hero! It is an illusion that vanishes

    charges is exceeded explode, causing

    after 1 round.

    10d6 hp damage to all within 10.

    10. The PC appears to be 100 years old(or the demi-human equivalent) toeveryone but himself.

    11. The PC begins to itch all over.

    15. The newest item activated or other-wise brought into use functions,while the others become inert.

    16-20. No effect; everything functionsnormally.

    James R. Collier lives in Ontario, Canada.

    This is his first appearance in DRAGONMagazine.

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    by Steve Berman

    ivination, as the ancients knew it, came in many forms.Some would inhale incense and reveal what it inspired.Others used augury, the examination of birds entrails, to

    edict the future. And then there are those who carried a bigck; practitioners of rhabdomancy.In 16th century Germany, the study of rhabdomancy (divina-

    n by means of a rod or dowsing stick) became popular. Ratheran just being a local custom, dowsing was practiced on a veryrge scale and enjoyed great popularity in the villages arounde countryside. With time, the skill was ingeniously applied toospecting at mines and mountainsides, with the magiciansarching for beds of coal or exploring the soil for fresh waterrings.The usual dowsing rod is a forked stick, commonly hazel

    ood, held in both hands with the angle of the fork foremost.

    he rhabdomancer walks over the ground, and, supposedly,e rod twists as soon as it passes over the desired mineral orater. That the divining rod was so freely employed inermany during this period can be seen in the many woodcutsmining operations that showed its practice.The role of rhabdomancy was expanded by the French in the

    7th century. The divining rod became the latest novelty andas used not only to discover water, mines, and hidden treasure,t also to trace robbers and murderers.With such a history, rhabdomancy is the perfect addition to

    e AD&D fantasy realm. At first glance such a character seemsmited. True, not too many adventures take place around mine-hafts. But then, it is logical to assume that the lure of the

    nderdark would quickly command the attention of mages wellited and experienced to working underground.

    he rhabdomancerDescription: A rhabdomancer (or rhabdomere) is a wizard

    arned in the use of a dowsing rod, a seemingly ordinary wood-n stick with which he can hone divinatory magic. Most rhab-omancers come from rural backgrounds, as urban wizardsoff at the practice. In such areas, guilds of rhabdomancersist, but they are small and represent the trade as prospectors,e members eager to be hired to find valuable sources of waternd precious metals and minerals. Some of these

    their own ends. They might even adopt the role of guides to thecaverns. Such a mage can be of any alignment.

    Though most rhabdomancers are human, certainly there isroom for other races to learn the trade. Because of the tie withmining and underground exploration, a DM may well considerthat some exceptional dwarves or Stoutish halflings would adopta career as rhabdomancers. Whether such mages can be chosenas player characters must be decided.

    Role: Most rural communities will welcome a rhabdomancerfor his abilities, which seem wondrous to common folk. Using hisdivination powers, he can solve the mystery of stolen jewels,find a child lost in the woods, or discover a new site for a thirstyvillages new well. Even in the Underdark, the native races knowsomething of a rhabdomancers ability to find new caves andlost treasure.

    Weapon proficiencies: Required: None. Recommended: dag-ger, dart, small pick (much like a smaller version of the miningtool, it inflicts 2-5/1-4 hp damage).

    Nonweapon proficiencies: Required: dowsing (new), prospect-ing (new). Recommended: direction sense, endurance, engineer-ing, mining, reading/writing, stonemasonry.

    Spells: As specialists in the school of Greater Divination, rhab-domancers cannot use spells from the school of Conjuration/Summoning. However, the guilds offer to teach several uniquespells to rhabdomancers, including spells that deal with tappingmagical energies through the dowsing rod.

    Special benefits: 1) All rhabdomancers begin the game withan additional language, which must belong to a mining race

    (dwarven is the most common, though some learn deep gnome,and those of an evil bent may even study kobold). 2) A rhabdo-mancer substitutes his divining rod for the material componentin divination spells (except the revised locate object found below).Also, when using the divining rod, the mage may receive anincrease in effectiveness in certain divination spells (see below).Starting at first level, a rhabdomancer receives a +1 bonus on allsaves vs. rods, staves, or wands. This benefit increases by anadditional +1 for every five levels of ability gained.

    Special hindrances: As these mages practice the art of Div-ination only through the use of rhabdomancy, any attempt bythem to cast a Divination spell without a divining rod results in

    a penalty of double the normal casting time and a

    agicians eventually seek out new applicationsr their craft, exploring underground for 10% unmodified chance of failure. Also, arhabdomancer can never cast a reversed

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    Divinatory spell that would obscure orhinder detection, as such practices arebeyond his understanding. Related tothis, spells of illusion are rarely practiced,so the chance to learn any such spell ishalved.

    Dowsing: The character has beentrained in the use of a divining rod. Whileall rhabdomancers begin with the spell tocraft an effective rod, this proficiencycovers the insight necessary to interpretthe finer meanings of the woods tuggingand twitching. Apprentice rhabdo-mancers are taught in the guild the fol-lowing tenant:

    The fork is held by the two limbs, onein each hand, with the point going firstand the rod held horizontally. Then therhabdomancer walks gently over theplaces where he seeks an object or affec-tion. He should walk with care to not riskdispersing the emanations that rise from

    the spot where these things are andcause the rod to slant. For example, if themagician is seeking a deposit of gold ore,upon finding a vein a successful dowsingcheck reveals the purity of the metal. Theproficiency also affects the casting of var-ious divination spells. Some of these areblocked by stonework, thick wood, ormetal deposits. A skilled rhabdomancer isable to pierce these walls with a suc-cessful dowsing check (note the belowlisting of common Divination spells forthose cases in which a dowsing check is

    required). Otherwise, a DM may call forthe rhabdomancer to make a proficiencyroll to see if any obscure or additionalinformation is discovered.

    Also, using this proficiency, a rhabdo-mancer can locate the proper saplingwith which to craft a suitable diviningrod. Rare wood types that could be usedin making a rod could quite possiblyrequire a successful Dowsing check. Atthe DMs discretion, a rhabdomancermay forgo learning a new nonweaponproficiency in order to become better

    skilled at Dowsing. Each abandoned slotadds 1 to the characters proficiency roll.This allows an edge for high-level rhab-

    domancers who remain true to their craft.Prospecting: This proficiency grants

    knowledge in the practice of searchingfor valuable metals and minerals. Thereare many techniques available, and thecharacter is fairly familiar with thosepracticed by his culture (or the culturewherein he was taught prospecting). Thisincludes using metal or wood pans andfine meshes to sift through riverbeds anddirt. A successful check performed on adaily or weekly basis indicates that some-thing of worth was found, though usual-ly such results yield only small gains atmost.

    Rhabdomancer magicHere are a few spells that rhabdo-

    mancers use in pursuit of their craft andwhile exploring mineshafts and caverns.

    Craft Divining Rod(Alteration, Enchantment)Level: 1Range: 0Components: V, S, MDuration: PermanentCasting Time: 1 hourArea of Effect: See belowSaving Throw: None (but see below)

    The first task a rhabdomancer mustundertake in his career is the finding andcrafting of a suitable divining rod. Aforked branch of hazel or filbert (the

    woods of choice) must be found. Thelength of the rod should be 1, thewhole no thicker than a finger, and thetree it was cut from not more than a yearold. Over the next hour as the mageslowly intones the words of the spell, hegently shapes and smooths out the woodwith the simplest of tools. At the end ofthis time, the divining rod is ready to beused. It bears a slight dweomer, as ifresidual magic is retained by the wood.Of course, the rod can easily be broken,thus sending the rhabdomancer on the

    search for another sapling. At the DMsdiscretion, certain woods have differenteffects when crafted into a divining rod.

    For example, ash has long been helbe associated with storms and lightnand perhaps a rod fashioned from wood may be used to predict bad weer. Magical trees may be sought afteadventurous rhabdomancers to gthem an edge; in such cases the mmust succeed in a saving throw vs. mwhile casting this spell. Failure methat the rod is flawed and useless, wsuccess will impart some measure ofwoods magic to the divining rod.

    The guilds ensure that all apprenrhabdomancers learn this spell.

    Shield Flame(Alteration)Level: 1Range: 10 yds.Components: VDuration: 1 turn + 1 turn per levelCasting Time: 1

    Area of Effect: One torch-sized flameSaving Throw: None

    Most miners and cavern exploconsider this simple spell far more imtant than your average mage. When cit protects an open flame from exposto drafts and volatile gases. For the dtion of the spell, nonmagical gustsbreezes are unable to extinguish torch. Any vapors that would normexplode upon contact with fire (suchblack damp or carbon monoxide) hno effect on a shielded flame. Of cou

    the spell may also be applied abground to areas too windy to hold alolit torch or candle.

    Locate Object(Divination)Level: 2Range: 20 yds. per levelComponents: V, S, MDuration: 1 round + 1 round per leveCasting Time: 2Area of Effect: SpecialSaving Throw: None

    Rhabdomancer Nonweapon Proficiencies

    Name Group Slots Relevant CheckRequired Ability Modifier

    Dowsing Wizard 2 Wisdom - 1Prospecting General 1 Dexterity - 1

    Two unique nonweapon proficiencies are listed as part of a rhabdomancer'straining. While anyone can learn the trade of a prospector, only the guilds and

    other rhabdomancers teach the skill of dowsing.

    This spell aids in locating a knowfamiliar object or site. The rhabdomacasts the spell while holding aloftdivining rod. As he slowly turns, he fa tug along the rods length when hfacing in the direction of the sought-acommodity or place, provided it is wrange. The spell can locate such objas coal, water, tools, or even find a mshaft or tunnel entrance. Note attempting to find a specific site requan accurate mental image; if the imagnot close enough to the actual, the s

    may lead the caster astray to the neasimilarity (at the DMs discretion). Un

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    items desired cannot be located by thisspell unless they are known by the cast-er. The spell can be blocked only bymagic (such as the normal reverse,obscure object).

    The material components are therhabdomancers divining rod and, incases where a physical object is sought, asmall sample of the substance, which is

    rubbed along the rods length.

    Lesser Rhabdomancy(Divination)Level: 3Range: See belowComponents: V, S, MDuration: 1, turn + 2 rounds per levelCasting Time: 3Area of Effect: SpecialSaving Throw: None

    This is a more powerful variant of thelocate object spell, one known and prac-

    ticed only by rhabdomancers in their pur-suit of adventure. Whereas that spell willonly dowse for objects and sites, lesserrhabdomancy allows the wizard to divinefor creatures, individuals, and locations.During the spells casting, the rhabdo-mancer must decide upon what he isseeking. If he is divining for a certain raceor creature, the dowsing rod will pointand lead to any such if within range of 20yards per level. An individual or specificplace may be named during the casting.No real range is necessary as the dows-

    ing rod will begin tugging to lead in thedirection that person or site can befound; if not reached by the end of thespell the rod becomes still. Note thatthough the caster need never have metor seen either the person and locationsought after, he or it must be referred toby name. Thus, using lesser rhabdoman-cy to hunt down the captain of the cityguard or the nearest armory causes thespell to fail; rather Captain Jenkins orThe Shrine of Exegete would lead thewizard onward.

    Protection from Clebes(Abjuration)Level: 3Range: See belowComponents: V, SDuration: 3 rounds + 1 round per levelCasting Time: 3Area of Effect: See belowSaving Throw: None

    In the early days of mining, it was dis-covered that certain creatures thatseemed to be made from the earth itselfwould often attempt to halt any digging.

    At this time, the elemental theory was

    not well-known, and such creatures wereclassified as glebes (from the Old Tongueword for earth). Nowadays, scholarsrealize that such entities are actuallyminor earth elementals. But to theancients, they were a threat that neededto be protected against. The first rhabdo-mancers developed this spell, with itsmultiple aspects and uses. First and fore-

    most, protection from glebes can be cast toprovide a globe of protection 10 widethat is centered on the rhabdomancerand moves with him. Any protected indi-vidual within this area may break thewarding effects by meleeing with a glebe.Otherwise, no creature originating fromthe elemental plane of earth (whether ornot this protects against the para- andquasi-elemental planes alongside isunknown) with eight or less Hit Dice canintrude upon the protected area. In addi-tion, any magical or spell effects cast

    upon those inside the globe by a glebeare saved at +3. The second applicationof this spell is to create a ward that pre-vents egress. The caster merely draws aline (no more than 10 long) before himon the ground and incants the spell.Thereafter for the duration of the spell,no glebe can cross this line, and thisincludes bypassing it by flight or burrow-ing. Minor protection may also be offeredto any item. In such a case, the ward isplaced. directly on the object, and anyglebe that touches the item suffers 1d6

    hp damage plus an amount equal to thecasters level, no saving throw allowed. Aside effect of this spell that the latter-dayrhabdomancers discovered is that indi-viduals so protected receive a +5 on allsaves vs. all petrification attempts,whether this be from a creatures gaze orby spell.

    Detect Ensorcellment(Divination)Level: 4Range: See belowComponents: V, SDuration: 1 turnCasting Time: 4Area of Effect: One creature or object

    per roundSaving Throw: See below

    With this spell, a rhabdomancer cannot only determine if a person or objectis either charmed or cursed, but also maygain some insight into the origin of suchensorcellment. The creature (or object insome cases as determined by the DM) isallowed a saving throw vs. spell modifiedby the difference in levels between the

    caster of the enchantment or curse and

    the rhabdomancer (thus a minotaunder the influence of a 7th-level ewizards charm monster would save at if this spell is cast by a 9th-level rhabdmancer). If the saving throw is successthen the caster only learns of the preence, if any, of ensorcellment but nothmore. A failed saving throw reveals texact nature of the spell, includi

    effects, duration, and sphere of origin. addition, the rhabdomancer has a 5chance per level of further discerning tidentity of the ensorcellments caster. Tinformation discovered would be thatrace, class, relative magical strength, aalignment. A dowsing check may also rolled then and if successful, the locatand (common, not true) name of thspellcaster is also learned. Should a creture or object be under more than omagical effect, a dowsing check is necesary to pierce each such spell. A failed

    means that nothing more can be learnafter the first charm or curse has bediscovered.

    Tap Menhir(Evocation)Level: 4Range: See belowComponents: V, S, MDuration: 1 day per levelCasting Time: 1-3 roundsArea of Effect: CasterSaving Throw: See below

    This is the first of the spells knownrhabdomancers which allows them use their dowsing rod to tap into aexisting supply of magical energy. Rutraveling mages enjoy the benefits this particular spell in regions that hbor rings of stone or monoliths. Such fmations are often known to contalatent arcane power. Upon casting thspell, the rhabdomancer has a time peod of one day per level to find a suitabmenhir, with his dowsing rod leadihim in the proper direction. Once at sua site (the spell must be cast agashould the duration have run out), tmage can use his rod as a channbetween his person and the menhir. Dto the unnatural energies that coarthrough his person drawn from the mehir, a system shock roll is required.failed roll means that the caster counot contain the arcane energy in his pson and suffers a loss of half his currehit point total. But should the rhabdmancer be successful, the tapped energrants him several benefits.

    Firstly, the instant recollection of a

    1st-level spells used in the past 24 hou

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    xt, the caster grows in Strength 1-4ts, while he recovers a number of hit

    nts equal to double that amount.ally, the mage makes all savingws at a +1 bonus. The additional

    ht and saving throw bonus last only amber of days equal to half the casters

    l. No benefits are gained if this spell isned again before the benefits of first

    ting have yet to expire. Not all men-contain a reservoir of magic neces-for this spell. Some may even have a

    ted pool to draw from and may bened after only a few castings.

    ater Rhabdomancyination)

    el: 5ge: See below

    mponents: V, S, Mation: Specialting Time: 5

    a of Effect: Specialng Throw: NoneA more potent version of the lesserbdonmcy spell, this spell allows theard to search for a desired physicalect, a place or person or creature, agical effect, or even an affection ority not discovered by normal divina-means. Thus, the rhabdomanceruse his rod and this spell to seek out

    lver vein in a mineshaft, ferret outf in a town, discover the site of aensional vortex, or even find true. The caster need only hold out hising rod, mentally picture the desiredof the spell, intone the words, andte until he feels the tuggings in the

    od that show the direction he mustel to find what is sought. Obviously,ain applications of this spell requireforethought and attention of the DM.

    e to this, and the fact that greaterbdomancy is infallible unless dis-ed or dispelled by other magic, the

    ation of the spell can be as long as thefeels necessary; while the desiredmay be found, the hunt may take far

    ger than the wizard wishes or candle. But many an adventure hasurred along the trail to whatever isg sought.

    eomer Divestcation)

    el: 6ge: 20 yds.

    mponents: V, S, Mation: Instantaneousting Time: 1 round

    a of Effect: See below

    ng Throw: Negates

    This is perhaps the most infamous spells and lifts the dweomer from a con-spell in a rhabdomancers possession. tinual light sphere, he cannot choose toUsing this powerful magic, the wizard can memorize that stolen spell. A potion thatsteal away the dweomer from an has been divested loses the equivalent ofenchanted object and use it for his own one dose, while charged items lose oneends. The caster must aim his dowsing charge with each successful casting ofrod at the magical item and intone this this spell. All other items become non-spell. Then he must make a saving throw operational for 1d4 rounds following thevs. magic adjusted as listed below: casting should their dweomer be lifted.

    Item Adjustmentwand or rod nonestaff -2 on savepotion -2 on savering -4 on savemiscellaneous -4 on savearms/armor -6 on saveartifact spell failsThe rhabdomancers saving throw

    determines the spells effects. An abysmalfailure, a roll of 1 (which may be a modi-fied roll), means that the magic wasstolen, but the power cannot be con-

    tained or controlled by the caster, and themagic detonates on the caster. Offensivespells are resolved normally, though therhabdomancer still receives any relevantsaving throws. Other magical effects aretwisted so as to be detrimental in somefashion to the mage (for example, aninvisibility spell divested from a ring mayonly cause the caster to be invisible to hisown sight!). A failed saving throw, but notan abysmal roll, results in no power beingdivested, and the caster suffers a -2 on allsaves against that item should it later beused against him for a period of 24 hours.A successful saving throw indicates that asmall portion of that items power is takenby the rhabdomancer. Defensive magic(like that of a cloak of protection) is auto-matically applied to the caster. All othermagic is released immediately in the seg-ment following the dweomer divest, withthe subject/target of the spell at the rhab-domancers whim. All stolen magic func-tions at a level of ability equal to 6th forwands, 8th for rods, 12th for potions,rings, staves, and miscellaneous items;this affects duration, range, and possible

    inflicted damage (though some offensivespells, like fireball, will still have an instan-taneous effect).

    Mine the Earthspark(Evocation)Level: 8Range: See belowComponents: V, SDuration: 1 day per levelCasting Time: 2-5 roundsArea of Effect: CasterSaving Throw: See below

    This rare spell shows obvious dwar-ven influences; indeed, it can be cast onlyin the dwarven tongue. It leads a rhab-

    domancer toward scarce areas under-ground where magical power is helddeep within the earth. Some sages maycall such deposits Nodes or Sarsens, andthey can be magically tracked down viathe lines of power and emanations radi-ating from them. The dwarves haveanother name for them: HordaskThardik, or Seat of the Earthspark.

    Should the rhabdomancer finallyarrive at such a site and the spell durationhas not expired, he may seek to draw outsome of the vast arcane energy of thesarsen through his dowsing rod and intohis person. This is dangerous, as a mortalshell was not built to contain such power.The wizard must make an immediate sys-tem shock roll to survive tapping theEarthspark. Failure means death, as thebody is blackened from the vast powerdrawn.

    A phenomenal success, a natural rollof 20, means that the rhabdomancer hasgreater control of the magic. As long asthe dweomer is not from the schools ofConjuration/Summoning or Illusion, andthe DM can assign it a spell level that hasbeen already mastered by the mage, thecaster may choose to memorize themagic rather than immediately cast it. Ofcourse, if the rhabdomancer has already

    in mind his full complement of 2nd-level

    Should the roll be successful, the ben-efits are many. The rhabdomancersStrength and Constitution instantly areincreased to 18. Any wounds the castermay have suffered are healed, scars van-ish, and even lost fingers, toes, ears, or

    eyes are regenerated. The rhabdomancerseems to seethe with an unnatural powerthat can cause awe or fear (dependingupon the characters actions) in any indi-vidual or creature below 4th level or fourHit Dice.

    Because the Earthspark is connectedwith the energies of the elemental planeof earth, all spells cast by the rhabdo-mancer that deal with earth, dirt, or stonehave double the normal area of effectand duration. Also, creatures from thatplane will not attack the caster, either out

    of respect or fear (if an opposing align-

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    ment), except in self-defense. Anyattempt to petrify the caster ends in fail-ure. The power of the Earthspark remainswith the rhabdomancer for a number ofdays equal to his level halved. No bene-fits are gained if this spell is intonedagain before the benefits of first castingexpire. Some dwarven scholars have sug-gested that continued exposure to theEarthspark corrupts a man, turning himmiserly and mean-spirited. This may betrue, for obviously, the location of anysarsen is a prize much sought after byhigh-level rhabdomancers, and suchmages jealously guard the site with trapsand even creatures, hoping to protecttheir claim from other rhabdomancersseeking power.

    Other spell useSpells useful and not

    As mentioned in the kit description,rhabdomancers may gain additional ben-efits to some Divination spells when castwith the aid of a divining rod as follows:

    Detect magic: The rhabdomancer has a20% chance per level to recognize thetype of magic (alteration, conjuration,etc.), if any, present. With a successfuldowsing check, he may recognize aspell/magical effect encountered before.

    Detect undead: Rhabdomancers have a5% chance per level of discerning theexact nature and number of undead, any,

    present.ldentify: Normally, a rhabdomancer

    has no benefit in the casting of this spell,except that due to his specialization inthe use of a divining rod, he has a slightedge in the identification of magical rodsand wands (staves are not included); theloss of Constitution due to casting is only4 points.

    Read magic: There is no additional ben-efit when this is cast by a rhabdomancer.

    Detect evil/good: With a successfuldowsing check, the rhabdomancer candiscern the exact sort of evil (cunning,murderous, necromantic, treacherous,unholy, etc.) or good (blissful, generous,holy, kind, etc.) present.

    Detect invisibility: As long as the rhab-domancer holds his divining rod, theinvisible or hidden is revealed to him.

    ESP: Rhabdomancers gain no benefitin casting this spell so they rarely learn it.

    Know alignment: The subject of thisspell receives a penalty on his savingthrow equal to the rhabdomancers level.

    Locate object: See the reworked spelllisted above.

    Clairaudience and Clairvoyance: Rhab-

    domancers gain no benefit in castingthese spells so they rarely learn them.

    Detect scrying: The scryer suffers apenalty to their saving throw to resistbeing revealed equal to half the rhabdo-mancers level (round fractions up).

    Magic mirror: Few rhabdomancers usethis spell, so there is no benefit to castingthis spell. (Actually, casting this spell mayharm the mages reputation!)

    Contact other plane: Rhabdomancersrarely have much dealings with extrapla-nar creatures, though they certainly wel-come insight from the elemental plane ofearth. As such, they have no benefit incasting this spell. With a successful dows-ing check, the rhabdomancer gains somesmall insight into the sort of being con-tacted (relative power, intelligence, align-ment, etc.).

    False Vision: Since rhabdomancers cannotfathom magic that distorts or obscures divina-

    tion, this spell cannot be learned.Legend Lore: Rhabdomancers gain no

    benefit in casting this spell.True Seeing: Only as long as the rhab-

    domancer holds his rod, he has true sightVision: Rhabdomancers gain no bene-

    fit in casting of this spell, so they rarelylearn it.

    Screen: Since rhabdomancers cannotfathom magic that distorts or obscuresdivination, this spell cannot be learned.

    Foresight: Only while the rhabdo-mancer holds his rod, he gains the insight

    the spell offers. He may also choose toswitch the object of the spell once around, but each time this is done itlessens the spell duration by one round.

    Rhabdomancer guild spellsExploring mineshafts and caverns reg-

    ularly means that certain spells becomemore useful than others. Here follows alisting by level and name of some wizardspells that a rhabdomancer may beoffered by the guilds, and their mostcommon uses. The list does not includespells greater than 4th level, as they areoften of such power that they are notalways taught by the guild, and theireffectiveness underground is often moreobvious (a passwall spell for example, ordig).

    First levelAffect normal fires: This may help to illu-

    minate large areas without the need formany lamps.

    Light: This spell provides the perfectillumination, one that is proof againstflammable gases and holds no risk of suf-

    focating the user.

    18

    Mending: This can be used to repaicracks in support beams.

    Reduce (the reverse of enlarge): Thisspell is perfect for the removal of debrisand loose rock.

    Tensers floating disc: This is a usefumeans for bearing any ore or preciousfindings out of the earth without a cart.

    Second levelContinual light: See light, above.Levitate: This is useful for lifting heavy

    rocks and the like.Strength: As many of the endeavors

    underground may be physical andrequire additional strength, this can be oassistance.

    Third levelFeign death: This may be used to effec

    a cataleptic state when threatened withharmful gases or a lack of oxygen.

    Gust of wind: This is an excellen

    means to flush away harmful vapors andprovide fresh air to mineshafts.

    Infravision: This spell provides an obvous means for sight in the Underdark.

    Item: This allows for inventive usessuch as turning a stout beam into aportable brace when needed or carryingreat lengths of rope or chain withouencumbrance.

    Slow: This spell affects a targetbreathing, thus allowing the individual tooperate in places with less oxygen.

    Windwall: This presents yet anothe

    means to keep harmful gases at bay.

    Fourth levelDig: This spells usefulness is clear.Polymorph self: When escape is neces

    sary or for exploration of the caverns, ananimal form may be best.

    Vacancy: After the discovery of a richvein or sarsen, this spell allows the casters claim to go unmolested by trespassers.

    Like all magic, the usefulness of adivining rod is, in truth, limited only bthe determination and imagination of itwielder. With the challenges that exploring underground offers, a rhabdomancefinds not only his skills but also his personality a welcome asset to an adventuring party.

    Steve Berman is a freelance writer buse

    in New Jersey. His work has been published in

    many gaming magazines; this marks hi

    third appearance in the pages of DRAGONMagazine.

    MAY1996

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    by Rogers Cadenhead

    illustrated by Robert Lessl

    racky the Hooded One hurried to the meeting hall, a printed

    invitation clutched in his hands. Friend, youre missing the

    opportunity of a lifetime if you miss Emil Duli Wonk, the invita-

    on stated. The master mesmerist will be appearing before the East

    Westgate Illusionists Guild tonight to present his seminar, How to

    ool Most of the People All of the Time. Duli Wonk will also be giv-g a practical demonstration of his techniques. Carrot cake and

    inks will be served. Only a geas should prevent you from attend-g this special event.

    Handing 50 gold coins to a sleepy dwarven usher in the lobby,

    racky strode excitedly into the speaking hall. He had never attend-

    d an event in the building before, but it was packed with his phan-

    smal peers. Were just about to start, the dwarf told him. Sit any-

    here you like, and by all means have some cake.

    Kracky found a seat and was chowing on cake as a lean, gray-

    aired gentleman stood up before the members of the guild.

    Greetings, people of East Westgate. My name is Emil Duli Wonk.

    ome call me genius. Others call me visionary. Some terribly mis-

    ken children in cities I have visited even call me dad. But none shall

    ver call me illusionist.

    The crowd quieted down as Emil Duii Wonk ushered a dwarfnstage and continued to speak.

    ractice your delusionsYoure probably asking yourselves why I stand before you

    nd deny my chosen profession. We are illusionists, are weot? Masters of mesmerism! Poets of perception! I brought myssociate onstage to explain myself better. This dwarf is myend Dave. Before he came to work for me, he was a thief.Dave robbed people to make his living.Back in those days, when someone asked Dave

    watch your things while you go and powder your nose. Orcould it have been, Howdy, chum. I burgle and mug. Nice ringyou got there.

    As you may have theorized, both of these guesses are incor-rect. Dave lied about his job because honesty was terrible forhis business. He told strangers that he was self-employed inthe acquisitions industry.

    By the same principle, you should not be calling yourselvesillusionists. You are in the business of fooling people. Everyperson who knows you fiddle with phantasms is a harder per-son to fool.

    Thats bad for you. Its bad for all of us, in fact. Youve madeit even worse here in East Westgate with the name of yourguild. Ill bet your group has trouble getting people to acceptyour payments. Its probably even harder to find dates for yourclub socials. No one wants to kiss a prince who turns into afrog when he ceases to concentrate.

    The first lesson I would like to teach tonight is this: You arenot an illusionist. The biggest phantasm you will ever cast isnot a spell. Its the trickery you use to hide your chosen pro-

    fession.

    Moonlight as a mageI call myself a mage. This is easy to do. First off, I learn non-

    illusory spells and I put them to use often. Im not able to castspells of necromancy, abjuration, invocation, or evocation, buttheres plenty of other magic available. My personal favoritesare enchantment spells.

    Secondly, I carry around lots of spell components mypockets are stuffed with insect parts, powdered gemstones, and

    other tidbits. One thing I always keep on handbout his job, what do you think he said? Was

    Hi, Im in thievery. Id be happy to

    is plenty of bat guano.

    Yes, guano.

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    I keep it with me for two reasons.First, guano convinces people youre

    a mage, because no one else wouldcarry this stuff around. Guano alsokeeps people at a distance, since no onewants to pal around with an adventurerwho smells.

    That explains a lot, those of you inthe front row must be thinking. Feel free

    to change seats at any time. Distance isone of the best friends of an illusionist.The less you know about me, the moreIm able to play inside your head.

    In addition to posing as a mage, youcan also put together a decent impres-sion of a cleric. It can be effective to por-tray a priest or perhaps find a real oneto team up with.

    Priests are able to use their spiritualconnections to cast spells, and many ofthese acts are nothing short of miracu-lous.

    Think of how healing would be per-ceived if accompanied by an illusion ofholy significance. In the right environ-ment such as a rural enclave of inbred,impressionable gnolls or any universi-ty campus illusions may be perceivedas religious visions.

    By delivering miracles on demand toa superstitious group, you can attracthordes of true believers who are recep-tive to your whims. Train them as astrike force. Keep them as pets. My per-sonal favorite is to bankrupt them.

    When youre able to create visions,youre also able to collect offerings. Thiscan be a lucrative operation if you arewilling to accept the possible downside.Getting caught in this effort can result incharges of heresy, a guided tour of asacrificial altar, and a spot on the busi-ness end of divine intervention. Take itfrom me Ive been through all three,and they make pockets full of guanolook pretty good by comparison.

    As an alternative to mimicking spell-casting professions, you might want toadopt a guise with a lower profile. Beinga merchant can be lucrative, especially ifyouve got something to sell.

    The best part of sales is that yourproducts dont have to be good, andyour prices dont have to be competi-tive. With a few well-timed illusions andan enchantment spell like charm person,you could peddle summer homes inGehenna and fresh fruits hand-pickedby unsanitary svirfneblin. Its the besthigh-margin sales opportunity since lifeinsurance policies in Ravenloft.

    There are other professions to hide

    behind, but the point ought to be clear

    by now: Anyone who says he is an illu-sionist is either a liar or a fool. Peoplewho actually are illusionists should beonly liars.

    When disbeliefisnt suspended

    My fellow illusionists, we should also

    be paranoid. I have been tossing outphantasms for more than four decades,and l have spell components older thanmost of you. No one gets to be an oldillusionist without a healthy amount ofself-doubt, outright cowardice, and goodfoot-speed.

    To illustrate my point, I would like tointroduce my associate, Frampton theBrave. Dave, please bring me that tar-nished silver urn.

    These ashes are all that remain ofFrampton. He and I were adventuring

    together back in the days when theCaves of Chaos were just the Pair ofNeutral Caves with Chaotic Tendencies.

    I remember the details as if it wereyesterday. Frampton, I, and a small bandof edged-weapon fanatics were headinginto a kobold enclave near Green PlumeMountain. The kobolds had allegedlybeen hoarding women and kidnappinggold. We raided their lair, but afterthings got bad, our warriors beat a hastyretreat. I beat an even hastier one.

    Frampton, however, believed that he

    could stem the onrush of little hairyantagonists with an elaborate illusion ofa rival band of orcs broad-snoutedpig-men with arms the size of legs andhairy moles bigger than some of thekobolds.

    It was a wonderful, captivating phan-tasm displaying a full palette of colorsand a good use of white space.Frampton had been working on it forweeks.

    How could he have known that thesekobolds were from a rare subclan thathad championed the use of homeschooling? The kobolds sent Framptonsremains back to us in this urn after wereturned their valuables and signed acontract assuming legal responsibilityfor all repairs required to fix their lair.

    Im still making payments.If Frampton were here, he would tell

    you one simple truth. As it is, I must usethe lid of this urn to paraphrase him:Less is more, Frampton says to us! Amoderately difficult, plausible illusion isusually better than an elaborate, implau-sible one.

    The appearance of a phantasmal bat

    dropping from a cavern ceiling can dis-tract an opponent and provide anadvantage in combat. It isnt likely to bedoubted, and if the illusion is disbe-lieved, it may seem as if the bat simplyflew away.

    A phony fire-breathing dragon ismuch more likely to be discovered. Anillusionist usually doesnt get to spend

    quality time around these monsters eye-balling their movements and manner-isms. This makes it more likely for some-one to disbelieve what theyre seeing.

    An even bigger concern is if the illu-sion is dispelled and this fact becomesreadily apparent to everyone in thevicinity. Losing a grandiose phantasm islike painting a big sign on your foreheadthat reads, Illusionist here: Unarmoredand Mostly Harmless.

    When this happens, it is often fortu-itous to have included the illusionist in

    the illusion. You ought to know how tofake your own movements, since youvegotten a pretty good look at yourselfover the years. I spend many an hourcasting admiringthe mirror, and

    glancesthough

    marriage it helped mydeal.

    atit

    myselfcost me

    ina

    abilities a great

    I never choreograph a complicatedphantasm without including myself inthe scene. If the star of the illusion flubsa line or makes some other revealingmistake, theres a chance that the angry

    audience will turn its wrath on my phan-tom duplicate. Im happy to let him takethe blame, and it often gives me time tolet my sprinting ability do its magic.

    We illusionists think of our craft ascoming strictly from the brain yankingwonderfully convincing visions out of itlike a stage magician pulls land-basedmammals from a hat. This is a good atti-tude to have if one likes to travel Iight.No muss, no fuss, nonents to lug around.

    large spell compo-

    The real brainwork, however, comesfrom using raw materials to comple-ment the illusion.

    The proper use of propsIf you make your surroundings a part

    of the spell, anyone who doubts the sur-roundings will find them to be real. Thisleaves them more susceptible to thestuff thats fake.

    A case in point: Every beginningphantasmist dreams of casting an illu-sory bridge over a chasm, fooling ene-mies into getting halfway across before

    revealing the ruse. In my own youth, I

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    Ever-changing Self(Illusion/Phantasm)Level: 4Range: TouchComponents: V, S

    Duration: 1 hour/levelCasting Time: 1Area of Effect: One creatureSaving Throw: None

    This spell gives the spellcaster or acreature touched a physical appearancethat slowly changes over the full dura-tion of the illusion. The alterations inappearance can include shifts in facialfeature, hair color, weight, clothing, andequipment. The creatures race caneven be changed, though both the orig-inal and altered forms must be human,

    demi-human, or humanoid.At the time of the casting, the spell-

    caster must decide what changes inform will occur for instance, a fair-skinned, thin rogue could end up as aportly, bearded merchant. There can bemore than one major shift during theduration of the spell, so a dwarf couldshift into a gnome and then an elf dur-ing the span. If the spell has been castupon a creature, the spellcaster doesnot need to be present after ever-chang-ing self has been cast. Unwilling crea-

    tures get a save vs. spell to prevent theillusion from being cast upon them. Ifthe save fails, a recipient might not beaware of his ever-changing self withoutlooking into a mirror or consciouslylooking over his appearance.

    Those seeing an ever-changing selfdo not get a chance to disbelieve theillusion unless one of two conditions ismet: They are in constant sight of theindividual for at least one hour, or theyare of high enough Hit Dice to have achance to notice invisible creatures. Ineither case, a saving throw vs. spell

    reveals the true form of the individualunderneath a semi-transparent vision ofthe ever-changing self.

    Like change self however, this spellcannot be used to mimic a specific indi-vidual, and it does not convey any abil-ities of the altered form.

    Fools Copper(Alteration, Illusion)Level: 2Range: 10 yardsComponents: V, S, M

    Duration: 1 hour/levelCasting Time: 1 roundArea of Effect: 10 cubic inches per levelSaving Throw: Special

    This spell is the reverse of fools gold,

    making items appear less valuable tocreatures viewing them. The disguisedoes not alter the nature of the item(gold is still gold, diamonds are still dia-monds), but it lowers the perception ofan items quality. A jewel-encrustedgolden ring could be made to look likea plain iron band with this spell, and arune-carved paladins long sword couldappear as a rusty peasants blade. Thesaving throw and other elements of thespell are the same as fools gold, includ-ing the use of powdered gemstones to

    make the spell harder to detect.

    Nystuls Magical Mask(Illusion)Level: 2Range: TouchComponents: V, S, MDuration: 1 day per levelCasting Time: 1 roundArea of Effect: SpecialSaving Throw: Special

    This spell has the opposite effect ofNystuls magical aura, covering up theaura of a magical item of five poundsweight per level of the spellcaster. If anidentify spell or other similar means isused to determine whether the item ismagical, there is a 50% chance that theruse is revealed. If not, all examinationsof the item find it to be non-magical innature. This spell does not work onextremely powerful magical items suchas artifacts.

    The components for this spell are alump of coal and a drop of sour milk.

    Phantasmal Pose(Illusion)Level: 1Range: 60 yds. + 10 yds. per levelComponents: V, SDuration: 10 seconds per levelCasting Time: 1Area of Effect: The casterSaving Throw: None

    The phantasmal pose spell creates asimple illusion of the spellcaster stand-ing still, in either a battle ready or disin-terested-looking pose, at the pointwhere the spell was cast. If the caster

    stays within a 5-radius of his illusoryduplicate, he is invisible and inaudibleduring the duration of the spell. Thisprovides an opportunity to cast a spellor take another action without being

    seen or heard. Once this action hasbeen completed, or the duration isreached, the duplicate vanishes. It alsovanishes if the spellcaster moves fartherthan 5 away from the illusion.

    The illusion of the spellcaster is onlyvisual and limited to one of the twoposes. As stated above, it makes theactions of the spellcaster silent within a5 radius of the spot where the duplicatestands. No others are affected by thissilence. There is no saving throw.

    Spectral Farce(Alteration, Illusion)Level: 3Range: 60 yds. + 1 yd. per levelComponents: V, SDuration: SpecialCasting Time: 3Area of Effect: 40 cube + 10 cube per

    levelSaving Throw: Special

    The spectral farce spell is an illusionthat makes images appear less believ-able, whether the images are real or illu-sory. If the images are real, the spellgives onlookers a reason to believe thatthey are fake. For example, spectral farcecould make a charging red dragonsmovements seem unrealistic, and alsosilence the sound of its claws rakingagainst stone as it landed in a cavern.This could make enemies of the dragonbelieve that its an illusion and takeactions to disbelieve its existence.

    If the images are illusory, the spectralfarce spell can be highly effective at pro-moting disbelief. It grants a +4 savingthrow when determining whether a

    viewer believes an illusion is real. If theviewer has already failed a savingthrow, there is a chance that anothersaving throw will allowed after spec-tral farce is cast. The chance is equal to50% plus the level of the spellcaster.

    This spell can have all of the ele-ments utilized in a spectral force spell,including sight, sound, smell and heat.Sometimes these are used primarily tomask an element, such as the caseabove where a dragons claws weresilenced.

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    spent many days dreaming of methodsto turn my enemies into canyon pasta.

    Sadly, the bridge trick does not work,because we cant fool gravity.

    An illusionist can, however, make anunsturdy bridge appear like one that issafe to cross. This has the same effect asthe fully illusory bridge, especially if theillusionist has taken the time to sabo-tage it!

    If you travel with companions, youcan also supplement their homicidaltendencies. One of my favorite uses ofreal props is to give an archer pinpointaccuracy. Back in my days withFrampton, we were accompanied by acrossbow-wielding mercenary whocalled himself lgor the Intimidator.

    A better name would have been igorthe Inaccurate, because head injurieshad done something terrible to hisdepth perception. When it appeared thatlgor had little chance to connect with his

    crossbow such as any time he tookaim at groups of fewer than 12 Frampton and l liked to better his oddswith phantasmal force spells.

    Igor supplied the whirr of a bolt head-ing toward the enemy, and the intimi-dating grunt of a warrior with theutmost confidence in his abilities. Ourillusions supplied the sight of a bolt thatconnected in an ugly and particularlydamaging manner.

    This gambit could only be used whenit was extremely important, but lgor

    began to think that he was a gamerwho came through in clutch situations.Others came to believe it as well Igoris now conducting his own speakingtour for aspiring archers.

    The use of your surroundings canhave other practical applications for anillusionist. Since I spend a great deal oftime fleeing, Ive found a way to avoideven the tracking ability of a ranger.

    The vacancy spell makes it muchharder to be followed. All tracks in anarea 70 in radius or more can be wipedout by this spell, because it makes theaffected area appear long unused. Thelikelihood of a tracker disbelieving isslim, because the lack of tracks is hardlya surprising occurrence. Hallucinatory ter-rain is another spell that is useful in thisinstance.

    The common element to ail of thesesuggestions is to think small. You willnever believe how successful you can beif you lower your expectations. My ex-wives would have been happier womenif they had learned this valuable truth.

    With that in mind, you are in the right

    frame of mind to buy my spell collection.Dave and the rest of my associates arepassing around order forms for illusionsthat I have compiled over the years.None is particularly powerful, but eachshould give you ideas for their use.Unfortunately, I have yet to come up withsomething that increases my time in the40-yard dash. Ive got a team of gnomesworking on that one as we speak.

    For a limited time onlyThe spell book is only 399 gold

    pieces, and theres a foreword to thisedition penned by the hand of Bigbyhimself! if you act now, Ill toss in a ship-ment of guano from the Isle of Dread.You wont get better results from anyother bats, for the fiber-rich diet of theserodents is the stuff of legend!

    Be all that you can seeNow that youve had some time to

    look over the spell list, and all of the car-rot cake is gone, its time to bring thisseminar to a close. If you take nothingelse home with you from this event, andyou might not, take home a heightenedsense of what is possible in your profes-sion.

    Illusionism is something greater thana specialized field of magic it is a wayof looking at the world. Sometimes, thebest spells you can cast are those that

    increase your own perceptive abilities.One of my favorites, the 2nd-level spell,Lorloveims creeping shadow, grants theability to see, hear and speak throughthe vantage point of the casters ownshadow.

    With this spell and a common house-hold lantern, you can make a prettygood living in the eavesdropping busi-ness. You can also get a better look atthings you want to recreate with a spell.

    A great bard, Wilhelm of Stratfjord,once said, There are more things onheaven and earth, Alphatia, than aredreamt of in your imagination. Thismay be true for everyone else, but it isdecidedly false for the practitioners ofthe arts phantasmal.

    Anything you may envision cancome to be, my friends. if you can see it,you can be it. If you can view it, you cando it. If you can bespy it, you can try it.if you can observe it, you can... well, Ihad better wrap this up.

    Youve been a terrific audience, EastWestgate. Good night, and dont forgetto tip your server!

    As his ushers filed out of the hall, Emil

    Duli Wonk bowed before the hearty

    applause of the East Westgate Illusionists

    Guild. Before you go, we have to resolve

    the matter of my speaking fee, he said.

    But we already paid, stammered

    Kracky the Flustered One, his hood resting

    on his shoulders and the invitation in one

    hand.Admission was paid for Emil replied.

    Departure will cost you. The wooden wallsof the meeting hall vanished as the master

    mesmerist let some phantasms terminate.

    Iron bars were revealed underneath, and it

    became obvious that the guild members

    had wandered into a prison cell built inside

    a spacious warehouse. Dave the acquisi-

    tions expert slammed shut the gate to the

    cell.

    If youll each kindly donate, say, 10

    additional gold coins to the Emil Duli Wonk

    Aged Illusionist Relief Fund, my entourage

    and I will be off to our next engagement,Emil announced. Toss the coins through

    the bars, and if you dont have the hard cur-

    rency, give something of comparable value.

    Dont be stingy, or well make you toss out

    spell books.

    Emil Duli Wonk stood on the podium

    while the illusionists of East Westgate emp-

    tied their pockets, belt pouches, satchels andhandbags. One man overturned the con-

    tents of his hollowed-out wooden leg. Short

    of coins, Kracky tossed out with much reluc-

    tance his lucky rabbits foot with gold

    embossing. As Kracky watched Dave pocketthe item, Duli Wonk continued to speak.

    This situation brings to mind a point

    about creating illusions that no one has a

    reason to disbelieve. I mustve skipped overthat notecard this evening

    Kracky the Frenzied One pulled up his

    hood and leapt onstage to throttle the guest

    speaker like a wrinkled gray maraca. He

    leapt right through Emils body and it van-

    ished.

    Thank you, East Westgate! Emils dis-

    embodied voice echoed throughout the

    warehouse. Emil has left the building.

    After he got home, Kracky ordered Emil

    Duli Wonks spell collection.

    Rogers Cadenhead is an Illinois-based

    gamer and freelance writer.

    24 MAY1996

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    by Ed Rice

    hat blasted paladin has thwarted m

    plans for the last time, Cletus! the lic

    fumed. Im going to make his life completely and utterly miserable.

    What horrible fate shall you visit upon him this tim

    master? his quasit familiar asked.

    Ill kidnap his loved ones.

    Master, t