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<blockquote data-quote="(un)reason" data-source="post: 5061812" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 166: February 1991</u></strong></p><p></p><p>part 4/6</p><p></p><p></p><p>Arcane Lore: Another three tomes full of obscure magics this month. Manor's Manual of Sight was written by a blind wizard, and so it's obviously in a nonstandard form, printed on silver plates. It has three unique spells of increasing power that allow you to compensate for this lack of vision, eventually letting you cast your sight around, penetrating walls, magical deceptions, and darkness. Overcompensating in a world when all you need is a cleric capable of casting 2nd level spells to fix this little problem? Maybe. But they are still pretty useful to other adventurers as well. </p><p></p><p>Tymessul's Enchiridion of Travel is one of those ones who's theme is pretty self explanatory. Mostly standard movement spells of all levels, from levitate to astral spell, it also includes two exceedingly powerful custom spells. Tymessul's Cerulean Traverse lets you travel the planes and back with a bunch of companions by holding hands, and gives you some decent travel benefits while in other universes. Tymessul's Planar Pacifier deals with the incredibly irritating problem of magic items losing their powers when you go from one plane to another. They seem very attractive if you can make it that far. Since both are pretty expensive in terms of material components, you may want to make them permanent though. Course, if you've made it to 18th level, there's probably a lot of awesome things you want to make. Which is why some form of immortality should probably be your first priority. </p><p></p><p>Mylsibis' Codex of Contention is a somewhat less one-note tome, with two very different unique spells. Balance is a 1st level spell that lets you do things like tightrope-walking without a roll, stepping on thieves toes again. Mylsibis' Arcane Contention lets you fight a spectacular spell duel in classic novel style without hurting anyone, but only if you can cast 9th level spells. Since this involves summoning phantasmal giant monsters to fight each other there are definite shades of pokemon that make this a little more risible in retrospect than it was at the time. Still, once again, these spells seem pretty desirable. Let players know about these ones, and many of them will be quite happy to go on big adventures to hunt them down. </p><p></p><p></p><p>Sage advice has a litle striplight of color at the top, but is still shrinking. It's like working in a smoky office with the shutters closed, and a single lamp on the desk. How thematic.</p><p></p><p>What order do the monstrous compendia go in (However you see fit. That's why we made it loose leaf. Course, you won't be able to get it perfectly alphabetical, cause of the two monsters per sheet policy. We really shoulda thought about that a bit more)</p><p></p><p>What are the rules for emotions (see ravenloft. Otherwise player choice is preferable) </p><p></p><p>RA1's scales are all out of wack (oops. That should be measured in feet, not miles.) </p><p></p><p>Does a ring of free action remove armour penalties to thieving (chance'd be a fine thing. ) </p><p></p><p>How powerfull bonds can knock break (it doesn't break them, it simply opens them. It's an opening spell, not a blast walls apart spell. )</p><p></p><p>Do dual classed characters get a full set of new proficiencies (No. And even though Skip definitely said they did back in the 1st ed days, Skip will pretend that never happened. ) </p><p></p><p>Is there going to be a harpers trilogy (Skip will do some investigating. Hmm. Oh sweet mercifull jesus. Skip sees that our hacks are churning it out as we speak. People buy this rubbish? Um, Skip means yes. Available in all good hobby stores soon :teeth ting: :sweatdrop: )</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5061812, member: 27780"] [B][U]Dragon Magazine Issue 166: February 1991[/U][/B] part 4/6 Arcane Lore: Another three tomes full of obscure magics this month. Manor's Manual of Sight was written by a blind wizard, and so it's obviously in a nonstandard form, printed on silver plates. It has three unique spells of increasing power that allow you to compensate for this lack of vision, eventually letting you cast your sight around, penetrating walls, magical deceptions, and darkness. Overcompensating in a world when all you need is a cleric capable of casting 2nd level spells to fix this little problem? Maybe. But they are still pretty useful to other adventurers as well. Tymessul's Enchiridion of Travel is one of those ones who's theme is pretty self explanatory. Mostly standard movement spells of all levels, from levitate to astral spell, it also includes two exceedingly powerful custom spells. Tymessul's Cerulean Traverse lets you travel the planes and back with a bunch of companions by holding hands, and gives you some decent travel benefits while in other universes. Tymessul's Planar Pacifier deals with the incredibly irritating problem of magic items losing their powers when you go from one plane to another. They seem very attractive if you can make it that far. Since both are pretty expensive in terms of material components, you may want to make them permanent though. Course, if you've made it to 18th level, there's probably a lot of awesome things you want to make. Which is why some form of immortality should probably be your first priority. Mylsibis' Codex of Contention is a somewhat less one-note tome, with two very different unique spells. Balance is a 1st level spell that lets you do things like tightrope-walking without a roll, stepping on thieves toes again. Mylsibis' Arcane Contention lets you fight a spectacular spell duel in classic novel style without hurting anyone, but only if you can cast 9th level spells. Since this involves summoning phantasmal giant monsters to fight each other there are definite shades of pokemon that make this a little more risible in retrospect than it was at the time. Still, once again, these spells seem pretty desirable. Let players know about these ones, and many of them will be quite happy to go on big adventures to hunt them down. Sage advice has a litle striplight of color at the top, but is still shrinking. It's like working in a smoky office with the shutters closed, and a single lamp on the desk. How thematic. What order do the monstrous compendia go in (However you see fit. That's why we made it loose leaf. Course, you won't be able to get it perfectly alphabetical, cause of the two monsters per sheet policy. We really shoulda thought about that a bit more) What are the rules for emotions (see ravenloft. Otherwise player choice is preferable) RA1's scales are all out of wack (oops. That should be measured in feet, not miles.) Does a ring of free action remove armour penalties to thieving (chance'd be a fine thing. ) How powerfull bonds can knock break (it doesn't break them, it simply opens them. It's an opening spell, not a blast walls apart spell. ) Do dual classed characters get a full set of new proficiencies (No. And even though Skip definitely said they did back in the 1st ed days, Skip will pretend that never happened. ) Is there going to be a harpers trilogy (Skip will do some investigating. Hmm. Oh sweet mercifull jesus. Skip sees that our hacks are churning it out as we speak. People buy this rubbish? Um, Skip means yes. Available in all good hobby stores soon :teeth ting: :sweatdrop: ) [/QUOTE]
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