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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8200401" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 47: May 1989</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Radiating Magic: Batches of new magical items continue to pick up pace in frequency. This one doesn't appear to have any particular theme, so let's just see if the individual entries are any good. </p><p></p><p>The Mantle of Mist turns itself into a fog cloud when commanded. Make sure you come back later to collect it if you use it as a diversion to escape. </p><p></p><p>Flame Blade Swords are one of those things that gets invented independently repeatedly, and will be back in future corebooks because they're pretty handy beyond their combat uses, in protecting you from the cold and cooking meals in the wilderness. Don't head to the Hebra mountains without one. </p><p></p><p>Rings of Invulnerability are also a pretty generic name that does a pretty generic thing. Constant AC boost and minor globe of invulnerability if you spend a charge. Careful you recharge it before it runs out, because it's a lot cheaper if you don't have to re-enchant it from scratch. </p><p></p><p>Wands of Animation let you get your Mickey Mouse on on all sorts of things. As ever, careful with the orders, and make sure you recharge it before it runs dry. </p><p></p><p>Rods of Entrapment give you a whole set of ways to nonlethaly deal with your foes. Very handy for the aspiring bounty hunter. </p><p></p><p>Daggers of Armor Piercing make your dex and magical bonuses a lot more important. Have fun recalculating things before there are formal slots for each type of plus.</p><p></p><p>Ice Arrows turn into icicles when shot. This is not actually that useful unless the creature is vulnerable to cold. Hey, at least they can't shoot them back at you either. </p><p></p><p>Darts of Light blind the enemies temporarily, making them another one that Ninja will love. Clerics will also approve of them, because they also do extra damage to creatures of darkness. Good to see them agree on something. </p><p></p><p>Daggers of Returning are another ability that many a throwable magic item will have in the future, thanks to the joys of standardisation. </p><p></p><p>Nilbog Arrows heal the thing they hit, while creating an illusion of inflicting damage. Using them in battle when you don't know what they are will make your life a lot harder. Ah, the joys of a twisted sense of humour. </p><p></p><p>Mervic's Gaseous Globes see our alliterative april fool manufacturer return with another multitudinous method of confusing and confounding your foes while making your escape. Break one and clear out fast ninja style while all sorts of embarrassing things happen to everyone who breathes it.</p><p></p><p>A Mummy's Cloak lets you do the Mumm-Ra thing without actually becoming undead. Good creatures touching it will suffer above and beyond the disease inflicting powers. </p><p></p><p>Flaming Arrows, Acid Arrows and Arrows of Paralyzation are all pretty formulaic and self-explanatory. Considerably more useful than just adding another +1 to hit and damage in terms of creation cost to benefit ratio. </p><p></p><p>Pouches of Disappearance dump everything in them into the astral plane once per day. Like many a a cursed magical item, this is actually pretty handy if you know about this beforehand and exploit it, but a real nuisance if you think it's a regular bag of holding and lose some of your best magical items forever. </p><p></p><p>Bows of Fire turn all your shots into flaming arrows, which is even more efficient in terms of damage adding than enchanting individual flaming arrows. Another one that would be efficiently standardised come 3e. </p><p></p><p>Rings of Infravision Negation are somewhat quirkier, providing selective invisibility that'll really mess up many underdark monsters, but also your own infravision if you have it. </p><p></p><p>Stone Robes are another pretty straightforward AC booster that spellcasters can wear without impeding their movement and casting. </p><p></p><p>Caloric Shield is a fancy name for oil of fire resistance. Handy for certain adventures, but definitely not a magic solution to all your problems, especially with it's fairly short duration. </p><p></p><p>Rings of Disguise are also another one that'll be very common in the future. It's just such a convenient way of storing effects like that when you want even nonspellcasters to be able to use them. </p><p></p><p>Snake Arrows turn into snakes when fired, attacking everyone nearby. Better not shoot them somewhere you plan to go too later. </p><p></p><p>Maces of Crushing do decent damage against creatures, but their real benefit is in smashing inanimate objects. Now there's something that'll not only get more specialist items, but a whole feat chain devoted to it as well in future editions. This collection is proving unusually forward-thinking in general. </p><p></p><p>Woodland Shoes turn you into a centaur, so you can serve as a mount to another member of your party. Not the most dignified of transformations, but still pretty useful in both outdoor combat and overland travel. </p><p></p><p>Eyes of Infravision are another self-explanatory one. Grant it to those without, or extend your range if you already have it. This doesn't mean you'll be able to use the extra information as intelligently as someone born with it though.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8200401, member: 27780"] [b][u]Polyhedron Issue 47: May 1989[/u][/b] part 4/5 Radiating Magic: Batches of new magical items continue to pick up pace in frequency. This one doesn't appear to have any particular theme, so let's just see if the individual entries are any good. The Mantle of Mist turns itself into a fog cloud when commanded. Make sure you come back later to collect it if you use it as a diversion to escape. Flame Blade Swords are one of those things that gets invented independently repeatedly, and will be back in future corebooks because they're pretty handy beyond their combat uses, in protecting you from the cold and cooking meals in the wilderness. Don't head to the Hebra mountains without one. Rings of Invulnerability are also a pretty generic name that does a pretty generic thing. Constant AC boost and minor globe of invulnerability if you spend a charge. Careful you recharge it before it runs out, because it's a lot cheaper if you don't have to re-enchant it from scratch. Wands of Animation let you get your Mickey Mouse on on all sorts of things. As ever, careful with the orders, and make sure you recharge it before it runs dry. Rods of Entrapment give you a whole set of ways to nonlethaly deal with your foes. Very handy for the aspiring bounty hunter. Daggers of Armor Piercing make your dex and magical bonuses a lot more important. Have fun recalculating things before there are formal slots for each type of plus. Ice Arrows turn into icicles when shot. This is not actually that useful unless the creature is vulnerable to cold. Hey, at least they can't shoot them back at you either. Darts of Light blind the enemies temporarily, making them another one that Ninja will love. Clerics will also approve of them, because they also do extra damage to creatures of darkness. Good to see them agree on something. Daggers of Returning are another ability that many a throwable magic item will have in the future, thanks to the joys of standardisation. Nilbog Arrows heal the thing they hit, while creating an illusion of inflicting damage. Using them in battle when you don't know what they are will make your life a lot harder. Ah, the joys of a twisted sense of humour. Mervic's Gaseous Globes see our alliterative april fool manufacturer return with another multitudinous method of confusing and confounding your foes while making your escape. Break one and clear out fast ninja style while all sorts of embarrassing things happen to everyone who breathes it. A Mummy's Cloak lets you do the Mumm-Ra thing without actually becoming undead. Good creatures touching it will suffer above and beyond the disease inflicting powers. Flaming Arrows, Acid Arrows and Arrows of Paralyzation are all pretty formulaic and self-explanatory. Considerably more useful than just adding another +1 to hit and damage in terms of creation cost to benefit ratio. Pouches of Disappearance dump everything in them into the astral plane once per day. Like many a a cursed magical item, this is actually pretty handy if you know about this beforehand and exploit it, but a real nuisance if you think it's a regular bag of holding and lose some of your best magical items forever. Bows of Fire turn all your shots into flaming arrows, which is even more efficient in terms of damage adding than enchanting individual flaming arrows. Another one that would be efficiently standardised come 3e. Rings of Infravision Negation are somewhat quirkier, providing selective invisibility that'll really mess up many underdark monsters, but also your own infravision if you have it. Stone Robes are another pretty straightforward AC booster that spellcasters can wear without impeding their movement and casting. Caloric Shield is a fancy name for oil of fire resistance. Handy for certain adventures, but definitely not a magic solution to all your problems, especially with it's fairly short duration. Rings of Disguise are also another one that'll be very common in the future. It's just such a convenient way of storing effects like that when you want even nonspellcasters to be able to use them. Snake Arrows turn into snakes when fired, attacking everyone nearby. Better not shoot them somewhere you plan to go too later. Maces of Crushing do decent damage against creatures, but their real benefit is in smashing inanimate objects. Now there's something that'll not only get more specialist items, but a whole feat chain devoted to it as well in future editions. This collection is proving unusually forward-thinking in general. Woodland Shoes turn you into a centaur, so you can serve as a mount to another member of your party. Not the most dignified of transformations, but still pretty useful in both outdoor combat and overland travel. Eyes of Infravision are another self-explanatory one. Grant it to those without, or extend your range if you already have it. This doesn't mean you'll be able to use the extra information as intelligently as someone born with it though. [/QUOTE]
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