Dragon Magazine Issue 197: September 1993
part 5/6
Beyond the dark horizon: The start of our little Dark Sun section is a mix of new spells and magic items, meaning it doesn't quite fit into either of the regular columns for those. Still, lots of crunch will generally have a few gems hidden in it, ready for raiding whatever the campaign. Let's chomp like a starving sand howler on a juicy kank abdomen.
Erdlu claw is your basic hand to hand enhancer, probably better cast on the party fighter than yourself. Slash them to death like an animal, divert the attentions of detectives.
Giant Fur makes you ridiculously hairy, providing modest armour, although not the protection from cold it probably should. But this is athas. Who wants to know how something'll protect you from something you'll never experience.
Petrification makes wooden weapons as damaging as stone weapons. Only in athas would someone even consider developing a spell like that. Still, life and death, often you can't get anything better.
Boneiron & Bonewood do much the same, although as these are more powerful transmutations, they're a bit higher level.
Erdlu Hide brings your AC down to 6. Not that great really, but it is long-lasting and cumulative with a good Shield spell. And good armor is in short supply on athas. A wizard needs all the help they can scrounge.
Ranike Cloud drives away even the biggest bugs. This'll range from a minor convenience to absolute lifesaver. Don't use if there's a thri-kreen in your party.
Reverse fossilisation makes stone weapons work like bone ones. Once again, you can't see adventurers who take proper blacksmithing for granted bothering to fill slots with that.
Stoneiron & Woodiron give us another round of the sequential weapon material enhancers. This does feel rather like padding, and could easily have been compressed into fewer, better scaling spells.
Erdlu Egg give wizards a basic food creating spell, even if it can't compete with cleric's capabilities at this level. When you draw your power from consuming lifeforce, you don't get many free lunches.
Kank Shell is another armouring spell that's flavourful, but a bit weak for it's level. Once again, the poor scaling of these spells is very notable in a setting which is all about the high level characters.
Isolate Templar is our first real winner,




ing up their ability to memorise and cast spells via interfering with their connection to the boss. Still, this is another one that'll be no use at all on other worlds with different cosmological setups.
Heart Call finally does something cool, giving you an instadeath spell with great visuals. Indiana Jones won't get away this time. Time to really show them the meaning of pain.
Which brings us to the magic items. Ranike Rods are another bug-repellent, making sure they'll learn not to mess with you pretty sharpish. Ranike Staves do much the same, only with more options on how to apply the pungent smoke.
Erdlu Canteens give you just enough to survive off if very conservative. A whole party trying to rely on one will soon wind up with egg on their faces.
Petrified weapons & shields are the permanent equivalent of the earlier spells. Since they're still susceptible to breakage, this seems a rather inefficient use of a really high level wizard's time. Why not just give them more plusses?
Purple-leaf blades are made from razor-sharp grasses. They get bent out of shape easily, but it's just as easy to get them back in. Watch you don't cut yourself while doing so.
Bonewood Fossilized, Woodiron, Stoneiron & Boneiron weapons continue this formula, allowing you to bring stuff up to the level adventurers in other worlds take for granted. Yawn city. Man, there's a ridiculous amount of padding and dross in this one. They could definitely be using their page count in a more efficient manner.
Fiction: Ashes to ashes by Lisa Smedman. Man, it sucks being a templar. You have to deal with a god who is very much present, giving you specific instructions and often being very partial and petty. And unlike most other priesthoods, you don't even have any kind of unifying ideology. Instead, it's more like a modern business, dog eat dog, short term profits paramount, with everybody treading on everybody else to suck up to the boss. No wonder that some people wind up doubting their commitment to the boss, particularly the ones who ironically started out as idealists. If it weren't for the fact that everyone'd lose all their powers and no-one knows how to replicate becoming a sorcerer-king, they'd have been deposed long ago. This gives us a side-story to the whole business where Kalak fell and Tyr became a free state, as one of his templars discovers just how nasty her boss is, and finds out that maybe losing all your spellcasting isn't such a terrible deal after all. Sure, it's a sacrifice, but it's better than knowing you're a jailer in a gilded cage, likely to be sacrificed yourself in the future if you stick around. Like most athasian stuff, this has a hard edge, but somehow remains fundamentally hopeful. Things will get better, because it's hard to see how they could get worse. As gaming fiction goes, I've seen worse.