Dragon Magazine Issue 220: August 1995
part 2/8
Politics of empire: We follow on with something on much the same topic, but far far more specific. A look at the politics of Birthright, and their trends from region to region. Heartlanders are expansionistic blame-shifters. Easterners pretend to be above all that politics crap while subtly manipulating everyone. Northerners & westerners are blunt and aggressive. And Southerners are most interested in getting their own domains prosperous by whatever means. Pretty broad stereotypes, but I suppose that helps a DM pick what kind of game they want to involve players in. PC's domains really ought to be set fairly near each other so they can interact in the political play segment of the game as well as the adventuring. And since you are in control of large areas which will change during game as you engage in trade and conquest, they can't just give potted lists of specific rulers for specific areas. This isn't hugely useful, and I suspect will become superfluous once you actually own a bunch of books for the setting. It's another case where the agenda to slip in a bit more promotion for their new books is pretty transparent. Still, it does give you a nice format for designing your own political regions, so it's not completely useless. Overall, it's another resounding meh.
Hired Killerz: Hrm. This is a blast from the past in two ways at once. A look at assassins, which have been persona non grata for a good few years now. And a statting out of a character from a book, which is also something that's fallen out of fashion for a while. Here's talk about the kinds of hired killers out there, from guild assassins to brooding loners, and stats for Vlad Taltos from Steven Brust's series. Some of them are complete bastards, while others are merely morally ambiguous. They can be used as PC's, but watch out. And since they should be good at stealth and making getaways, they can be foreshadowed before the PC's ever meet them by having them kill NPC's, and then become recurring adversaries. This is mainly interesting because like making the fiends a crucial part of many planescape supplements, it shows a softening of their big edicts around the 2e changeover. Even without the company changeover, it's possible they would have become a class again in the next edition. It's also interesting because this time round, the literary part is done by someone who's familiar with roleplaying, and so the character converts a little more smoothly to gaming, although he still breaks D&D rules liberally. So this is quite an interesting article, as it shows they may start to incorporate more old school elements into the magazine in an attempt to win back readers. When you don't know what to do, try what worked before.
Moving in mysterious ways: What? What?! Riiiiight. This is an article that raises some rather complex questions. While having an all-encompassing way of categorising and dividing up your spells isn't a bad idea, it has the flaws that it can discourage creativity, and if the subdivisions are bad, some will be vastly more powerful than others and you may struggle to figure out where a more quirky power should go. In AD&D, it's Alteration that gets to be the catch-all school, and rather overpowered as a result. Eve if you were to separate out the spells that move things from those that transform them, it'd still be better than most of the others. So why not create the school of Apportation? With crucial stuff like knock, fly and haste falling under it's umbrella, it's hardly obscure or useless in practical situations. And it should be easy enough to figure out what spells from supplements should go into it. Will this fix the underlying problems in the school system? I'm not sure, although it is probably a step in the right direction. Albeit one that didn't make it to next edition, where transmuters remained one of the best specialist options. Oh well, we can still use the neat new spells, and ignore all the mechanical wrangling.
Little Bird is essentially a low weight telekinesis spell. Just the kind of thing you want as a stopgap between cantrips and the real thing to impress the rubes at low level.
March lets you move at full speed without any fatigue even when heavily encumbered. After a few levels, you'll be able to help the whole party, which is when you'll be weighed down with too much gear from your hauls anyway. Utility!
Tipple is more whimisical. You can make a swig of drink fly into your mouth on a whim. Tee hee. Very much in the gandalf spirit.
Bloodbridge lets you do blood transfusions, essentially transferring hit points, as last seen in issue 148. Wizards might struggle with creating hit points, but their ability to manipulate them is fairly well established now. (and they've never had any trouble removing them)
Mouse lets you enchant an object to run away and hide whenever anyone tries to mess with it. Another whimsical one I seem to recall coming from a cartoon.
Speed gives you the mobility boost of haste, but not all the other stuff. It has whimsical material components. Nuff said.
Teleport Object should be fairly obvious. Send it where you want, within reason. Which is an incredibly versatile trick really. Have fun setting up your xantatos caches.
Transpose gets a little more meta, allowing you to move properties from one thing to another. This does have slightly fuzzy rules, but is another one that can really reward imagination. What strange swaps will you engineer?
Transfuse takes things a step further, allowing you to steal characteristics from something, and quite possibly not give them back. This can be very mean indeed, and will definitely piss off players if it's used unwillingly, as it doesn't even allow a save.
Rip moves something in multiple directions simultaneously, causing quite substantial damage if not dispelled. Every school needs at least one good offensive trick, such as divination's ninja foresight and illusion's phantasmal killer.
Teleport Other is another one that can screw over enemies quite effectively. It does have a fairly nasty backlash though, making it one for when you hold a personal grudge against someone.
Mass Teleport and Mass teleport without Error are exactly what they sound like. Now you can take the whole party along. Another of those ones that casually changes the game once you have it.
Skycastle is one of those spells many an archmage will drool about getting their hands upon. Really, who doesn't want a flying castle? You've gotta think big, and this article certainly gives you several more spells that can really make your game feel fantastical.