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<blockquote data-quote="(un)reason" data-source="post: 5382657" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 211: November 1994</u></strong></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p>Rumblings: In previous instalments of this column, we saw the end of TSR's relationship with SSI. Now, it's time to meet their replacements, Interplay. Actually, it looks like it's not the end after all. Interplay are getting the Realms and Planescape, while SSI is getting Ravenloft. Curious. Once again I smell the hand of behind the scenes politics, and wonder what led to things shaking out like this. Also probably involving plenty of wrangling negotiation is the return of Weis and Hickman to writing for Dragonlance. Whether it's genuine desire to tell more stories, or just the temptation of another fat payout, they're back, and the company seriously hopes they'll revive Krynn's flagging fortunes. Get ready for worldshaking metaplot events. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> In other news, WotC are bringing M:tG to computer systems as well, and there's a new SF gaming magazine out there. Probably won't last long though. Man, it's easy to be cynical about this stuff, knowing what's coming in the near future. </p><p></p><p></p><p>Fiction: Lifegiver by Darren C Cummings. Ooh. This is one I remember very positively. We've had plenty of intelligent swords over the years, dominating their owners and frequently leading to their downfall, but what's rarely explored is the possibility of them learning and choosing to change from their experiences with owners over the centuries. Well, here you go. It may not be legal under D&D RAW, but hey, if you can have angsty conflicted vampires, you can definitely make a good story about an angsty pacifist magical sword. Of course, the people it meets are bound to be suspicious, especially when they know the legends about it's past deeds. And as Redemption = death in far too many stories, it doesn't end well. So a sad story here, but a good one, and one that definitely opened my eyes up to another plot avenue. </p><p></p><p></p><p>The wizards three: Near another year has passed since our esteemed archmages last met. Yeah, scheduling's a bitch when you have a ton of responsibilities. Being lighthearted and whimsical takes a lot more effort than it seems. Nothing of significance happens in this one, and all assembled are noticeably more lighthearted than previous instalments. Familiarity breeds contempt, which leaves them open for disintegrations. The primary focus is on the new spells, which get a considerably larger proportion of the article than in previous instalments. So let's see how cheesy and broken they are individually. </p><p></p><p>Belsham's mace is an entry level variant on the flying weapon that attacks independently principle. Since it only lasts two rounds, it's not going to be much of an independent actor, but it does have multiple nasty effects beyond just hurting what it hits. Just don't expect it to be as reliable as magic missile. </p><p></p><p>Falling Wall lets you do what Elminster can anyway, but everyone else is forbidden from with other wall spells. Squishy squish. Definitely one for the sadist. It doesn't last long though, or have much range. </p><p></p><p>Battlecurse impedes your fighting ability, sensibly enough. Since it only affects one person for a few rounds, it's considerably weaker than Hold person in most circumstances. Not really worth a 3rd level spell slot. </p><p></p><p>Aragaster's cloak of shadows lets you counter Evard's black tentacles, as well as providing general low level protection through concealment. He obviously wasn't very keen on being grappled. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Othnal's spectral dagger gives you another fairly standard flying weapon. Another so-so offensive effect to add to your selection. </p><p></p><p>Sphere of eyes lets you penetrate a whole bunch of misdirecting spells. Just the thing for if you're being regularly screwed over, but haven't quite reached the stage where you can use true seeing. </p><p></p><p>Jonstal's double wizardry and Improved double wizardry let you unleash two spells at once, under very limited conditions. Spell weavers still aren't remotely challenged by human multitasking capabilities. Not really worth it most of the time. </p><p></p><p>Valiancy is really crap compared to haste, but at least it doesn't age you. Another bit of experimental magic that doesn't compare to standard spells of the same level. Seems like this year, he's definitely erring on the side of conservatism. What are we to make of this?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5382657, member: 27780"] [B][U]Dragon Magazine Issue 211: November 1994[/U][/B] part 4/6 Rumblings: In previous instalments of this column, we saw the end of TSR's relationship with SSI. Now, it's time to meet their replacements, Interplay. Actually, it looks like it's not the end after all. Interplay are getting the Realms and Planescape, while SSI is getting Ravenloft. Curious. Once again I smell the hand of behind the scenes politics, and wonder what led to things shaking out like this. Also probably involving plenty of wrangling negotiation is the return of Weis and Hickman to writing for Dragonlance. Whether it's genuine desire to tell more stories, or just the temptation of another fat payout, they're back, and the company seriously hopes they'll revive Krynn's flagging fortunes. Get ready for worldshaking metaplot events. :p In other news, WotC are bringing M:tG to computer systems as well, and there's a new SF gaming magazine out there. Probably won't last long though. Man, it's easy to be cynical about this stuff, knowing what's coming in the near future. Fiction: Lifegiver by Darren C Cummings. Ooh. This is one I remember very positively. We've had plenty of intelligent swords over the years, dominating their owners and frequently leading to their downfall, but what's rarely explored is the possibility of them learning and choosing to change from their experiences with owners over the centuries. Well, here you go. It may not be legal under D&D RAW, but hey, if you can have angsty conflicted vampires, you can definitely make a good story about an angsty pacifist magical sword. Of course, the people it meets are bound to be suspicious, especially when they know the legends about it's past deeds. And as Redemption = death in far too many stories, it doesn't end well. So a sad story here, but a good one, and one that definitely opened my eyes up to another plot avenue. The wizards three: Near another year has passed since our esteemed archmages last met. Yeah, scheduling's a bitch when you have a ton of responsibilities. Being lighthearted and whimsical takes a lot more effort than it seems. Nothing of significance happens in this one, and all assembled are noticeably more lighthearted than previous instalments. Familiarity breeds contempt, which leaves them open for disintegrations. The primary focus is on the new spells, which get a considerably larger proportion of the article than in previous instalments. So let's see how cheesy and broken they are individually. Belsham's mace is an entry level variant on the flying weapon that attacks independently principle. Since it only lasts two rounds, it's not going to be much of an independent actor, but it does have multiple nasty effects beyond just hurting what it hits. Just don't expect it to be as reliable as magic missile. Falling Wall lets you do what Elminster can anyway, but everyone else is forbidden from with other wall spells. Squishy squish. Definitely one for the sadist. It doesn't last long though, or have much range. Battlecurse impedes your fighting ability, sensibly enough. Since it only affects one person for a few rounds, it's considerably weaker than Hold person in most circumstances. Not really worth a 3rd level spell slot. Aragaster's cloak of shadows lets you counter Evard's black tentacles, as well as providing general low level protection through concealment. He obviously wasn't very keen on being grappled. :p Othnal's spectral dagger gives you another fairly standard flying weapon. Another so-so offensive effect to add to your selection. Sphere of eyes lets you penetrate a whole bunch of misdirecting spells. Just the thing for if you're being regularly screwed over, but haven't quite reached the stage where you can use true seeing. Jonstal's double wizardry and Improved double wizardry let you unleash two spells at once, under very limited conditions. Spell weavers still aren't remotely challenged by human multitasking capabilities. Not really worth it most of the time. Valiancy is really crap compared to haste, but at least it doesn't age you. Another bit of experimental magic that doesn't compare to standard spells of the same level. Seems like this year, he's definitely erring on the side of conservatism. What are we to make of this? [/QUOTE]
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