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<blockquote data-quote="(un)reason" data-source="post: 6212638" data-attributes="member: 27780"><p>c<strong><u>Dragon Issue 342: April 2006</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Bazaar of the Bizarre: Healing? We haven't had a bazaar devoted specifically to items that cure you before, curiously enough. Although we have had several Arcane Lores. But of course they're mostly for your clerics and druids, while items are often usable by any class. And many people do want to decrease their reliance on the healbot, so this is all to the good. Let's finally fill this niche. </p><p></p><p>Amulets of Preservation stop you rotting, and pause the clock on your raising time limit. Better hope you don't have too many in the party at once then. </p><p></p><p>Bolts of Healing, like the old arrows from the 80's, heal damage instead of inflicting it. Watch you don't shoot the enemy with this one by accident, as if you needed warning again. </p><p></p><p>Calming Stones are better than a slap on the face for dealing with hysteria. Course, like most items these days, they only work a few times a day, so mass panic'll be a bit of a problem. No scaling, that's the big problem with magic these days. Get offa mah lawn! </p><p></p><p>Detoxification Orbs are another one that'll save a few lives, but then give up the ghost. Still, poison is a problem, so you want to get it treated ASAP, but might not always have the appropriate spells memorized. </p><p></p><p>Gems of Poison Detection don't run out, on the other hand, and are cheap enough that most adventuring parties could afford one. They even work at range. This should help you ensure a whole banquet is safe before tucking in. </p><p></p><p>Healer's Masks help keep the doctors alive in a plague situation. And don't look as freaky as the real ones, hopefully. God, those beaked things can be nightmare fuel and a half. </p><p></p><p>Medic Hats formalize the red cross agreement that medics are not to be attacked by either side. Saving lives is important! Otherwise we would be just monsters. Yeah, it's hard to create rules of war that stick in these parts. No wonder they need magical enforcement. </p><p></p><p>Rods of Disenchantment do for people what the old ones do for magic items. This can be a good or bad thing, depending on if it gets rid of all your buffs, or removes a nasty curse. Either way, profit for the user, hopefully. </p><p></p><p>Tholveg's Final Prayer are little marbles that you smash to release the healing. Quicker and easier to use in a pinch than drinking a potion, if a bit messier. But if it's a question of my life or a bit of broken glass on the floor, I know which one I'm going to take. </p><p></p><p></p><p>Spellcraft: Another nostalgic magic collection here, including spells from deities who are now out of favor in the official books. The campaign classics stuff seems to be creeping into the other issues. Not that that's a bad thing. Many of them are cool ideas well due updating and maybe even expanding upon. </p><p></p><p>Black stench of Laogzed makes standard troglodyte stink seem somewhat anaemic. Behold the power of epic fart! You can't see through it, and it'll eat through your clothes too. Why isn't there a god of frat-boys? They'd make an absolute killing with stuff like this. </p><p></p><p>Brain slave of Illsenine lets even a non-illithid remotely extract brains for their later use. This is quite brutal, and certainly makes a decent alternative to regular death spells. </p><p></p><p>Nails of Luthic are also fairly brutal, mainly due to dex draining poison. At higher levels, this seems like a decent one for incapacitating without killing. </p><p></p><p>Throwing arm of Iallanis isn't too impressive for human spellcasters, but becomes more so for giants. I think I'll stick to the regular blasty spells. </p><p></p><p>Touch of Blibdoolpoolp gives you a big claw. This isn't too impressive damagewise, but does have reach, which does make it tactically handy after all. Think carefully before selecting and casting.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6212638, member: 27780"] c[B][U]Dragon Issue 342: April 2006[/U][/B] part 5/6 Bazaar of the Bizarre: Healing? We haven't had a bazaar devoted specifically to items that cure you before, curiously enough. Although we have had several Arcane Lores. But of course they're mostly for your clerics and druids, while items are often usable by any class. And many people do want to decrease their reliance on the healbot, so this is all to the good. Let's finally fill this niche. Amulets of Preservation stop you rotting, and pause the clock on your raising time limit. Better hope you don't have too many in the party at once then. Bolts of Healing, like the old arrows from the 80's, heal damage instead of inflicting it. Watch you don't shoot the enemy with this one by accident, as if you needed warning again. Calming Stones are better than a slap on the face for dealing with hysteria. Course, like most items these days, they only work a few times a day, so mass panic'll be a bit of a problem. No scaling, that's the big problem with magic these days. Get offa mah lawn! Detoxification Orbs are another one that'll save a few lives, but then give up the ghost. Still, poison is a problem, so you want to get it treated ASAP, but might not always have the appropriate spells memorized. Gems of Poison Detection don't run out, on the other hand, and are cheap enough that most adventuring parties could afford one. They even work at range. This should help you ensure a whole banquet is safe before tucking in. Healer's Masks help keep the doctors alive in a plague situation. And don't look as freaky as the real ones, hopefully. God, those beaked things can be nightmare fuel and a half. Medic Hats formalize the red cross agreement that medics are not to be attacked by either side. Saving lives is important! Otherwise we would be just monsters. Yeah, it's hard to create rules of war that stick in these parts. No wonder they need magical enforcement. Rods of Disenchantment do for people what the old ones do for magic items. This can be a good or bad thing, depending on if it gets rid of all your buffs, or removes a nasty curse. Either way, profit for the user, hopefully. Tholveg's Final Prayer are little marbles that you smash to release the healing. Quicker and easier to use in a pinch than drinking a potion, if a bit messier. But if it's a question of my life or a bit of broken glass on the floor, I know which one I'm going to take. Spellcraft: Another nostalgic magic collection here, including spells from deities who are now out of favor in the official books. The campaign classics stuff seems to be creeping into the other issues. Not that that's a bad thing. Many of them are cool ideas well due updating and maybe even expanding upon. Black stench of Laogzed makes standard troglodyte stink seem somewhat anaemic. Behold the power of epic fart! You can't see through it, and it'll eat through your clothes too. Why isn't there a god of frat-boys? They'd make an absolute killing with stuff like this. Brain slave of Illsenine lets even a non-illithid remotely extract brains for their later use. This is quite brutal, and certainly makes a decent alternative to regular death spells. Nails of Luthic are also fairly brutal, mainly due to dex draining poison. At higher levels, this seems like a decent one for incapacitating without killing. Throwing arm of Iallanis isn't too impressive for human spellcasters, but becomes more so for giants. I think I'll stick to the regular blasty spells. Touch of Blibdoolpoolp gives you a big claw. This isn't too impressive damagewise, but does have reach, which does make it tactically handy after all. Think carefully before selecting and casting. [/QUOTE]
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