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<blockquote data-quote="(un)reason" data-source="post: 6087098" data-attributes="member: 27780"><p><strong><u>Dragon Issue 308: June 2003</u></strong></p><p></p><p></p><p>part 3/9</p><p></p><p></p><p>Dragon magic: Monte Cook hedges his bets by producing the magazine's second OGL article, thus ensuring he can use it's ideas again for Malhavoc publications. Smart move, since the idea of feats that open up particular types of magic to general casters was the big way he kept everyone from having access to everything in Arcana Evolved, after eliminating the distinction between arcane, divine and psionics. It also gives him an excuse to make these normally dragon-exclusive spells more powerful than normal ones of the same level, which might have gone unremarked last edition, but needs justifying now. So this is a 3e version of the Dragon Dweomers spells from issues 218, 230, 248 & 272. Surprisingly few of them are direct updatings of spells from the previous ones as well, which is pleasing for me to see, and speaks well of Monte's current creativity levels. Plus there's a case where an ability that was pure fiat last edition is turned into a properly codified spell. Yup, if you always wanted to teleport your entire mountain or castle home around the planes on a regular basis like Infyrana from Dragon Mountain, now you can at epic levels. (with the help of a few extend spell metamagics) This makes me happy, and the rest of the spells feel pretty dragon appropriate as well, with lots of lair based spells, some elemental blasting and enhancement, and buffs to your wings, scales, claws and general flexibility (and a justification as to how you can find them at the centre of dungeons they couldn't physically get out of <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) This is a very strong article, and I'm glad it isn't just squirelled away into WotC's archives, and is free to be reused and expanded upon. Definitely a good way to kick off our features. </p><p></p><p></p><p>Heavy gear: While dragons have got a fair number of magical items aimed specifically for (or at) them in birthday issues, I can't actually find one that talks about mundane gear adapted for the draconic body form. So it looks like they have managed to find something new to talk about this issue. While dragons are generally quite comfortable going naked whatever the climate, they're still smart enough to recognise the value of bags and harnesses to carry stuff, enhancements for their natural weapons and armour, and all sorts of things that they might have trouble making with their huge awkward claws, but can easily pay or threaten humans into doing for them. As with the last article, many of the items are focussed at making their lair safer and better protected against adventurers, but some are handy if they should join an adventuring party and head out to enhance their fortune that way as well. This means that they are primarily DM focussed, but as with Monte's spells, less so than in previous editions. Giving PC's a concrete path to follow to access them, even if it is a challenging one, does seem very much the way to go at the moment.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6087098, member: 27780"] [B][U]Dragon Issue 308: June 2003[/U][/B] part 3/9 Dragon magic: Monte Cook hedges his bets by producing the magazine's second OGL article, thus ensuring he can use it's ideas again for Malhavoc publications. Smart move, since the idea of feats that open up particular types of magic to general casters was the big way he kept everyone from having access to everything in Arcana Evolved, after eliminating the distinction between arcane, divine and psionics. It also gives him an excuse to make these normally dragon-exclusive spells more powerful than normal ones of the same level, which might have gone unremarked last edition, but needs justifying now. So this is a 3e version of the Dragon Dweomers spells from issues 218, 230, 248 & 272. Surprisingly few of them are direct updatings of spells from the previous ones as well, which is pleasing for me to see, and speaks well of Monte's current creativity levels. Plus there's a case where an ability that was pure fiat last edition is turned into a properly codified spell. Yup, if you always wanted to teleport your entire mountain or castle home around the planes on a regular basis like Infyrana from Dragon Mountain, now you can at epic levels. (with the help of a few extend spell metamagics) This makes me happy, and the rest of the spells feel pretty dragon appropriate as well, with lots of lair based spells, some elemental blasting and enhancement, and buffs to your wings, scales, claws and general flexibility (and a justification as to how you can find them at the centre of dungeons they couldn't physically get out of :) ) This is a very strong article, and I'm glad it isn't just squirelled away into WotC's archives, and is free to be reused and expanded upon. Definitely a good way to kick off our features. Heavy gear: While dragons have got a fair number of magical items aimed specifically for (or at) them in birthday issues, I can't actually find one that talks about mundane gear adapted for the draconic body form. So it looks like they have managed to find something new to talk about this issue. While dragons are generally quite comfortable going naked whatever the climate, they're still smart enough to recognise the value of bags and harnesses to carry stuff, enhancements for their natural weapons and armour, and all sorts of things that they might have trouble making with their huge awkward claws, but can easily pay or threaten humans into doing for them. As with the last article, many of the items are focussed at making their lair safer and better protected against adventurers, but some are handy if they should join an adventuring party and head out to enhance their fortune that way as well. This means that they are primarily DM focussed, but as with Monte's spells, less so than in previous editions. Giving PC's a concrete path to follow to access them, even if it is a challenging one, does seem very much the way to go at the moment. [/QUOTE]
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