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<blockquote data-quote="(un)reason" data-source="post: 6224185" data-attributes="member: 27780"><p><strong><u>Dragon Issue 345: July 2006</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Bazaar of the Bizarre: Very much in theme here, with magical items for giants, and for fighting them. Another thing the bazaar has managed to miss all these years, despite giants getting plenty of love in other departments. So once again I rather approve of this topic. </p><p></p><p>Cloud Giant Harps are another musical item that puts you to sleep. Some of them are also intelligent and able to talk. That seems pretty familiar, if not from D&D. Weapons shouldn't bogart all the sentience, as I've said before. </p><p></p><p>Hel's Death Staff is a kickass debuff/necromantic device that is super effective against giants. And once you beat them, you can have an extra large legion of zombie giants to rip up any further enemies. Stylish and full of synergy, this is a well designed item. </p><p></p><p>Ice Armor of the Northlands radiates cold. Unless you're immune to cold, such as, say, a frost giant, it'll also freeze your nuts off inside it too. Better stack up on your endure elements spells if you take this one from it's current owner. </p><p></p><p>Rings of the Frost Giant Jarl let you summon winter wolves and breathe icy damage on people. This is obviously of little use against frost giants, but is useful to them, and they'll probably be usable as bracelets for human size wielders. </p><p></p><p>The Sword of Giant Rending is weirdly square, and has different special properties specifically targeting the weakness of whatever giant you're currently fighting. If you rip out their hearts in classic bloodstained conquerer fashion, you can keep the benefit and apply it to everything. Huzzah! A fun set all round! </p><p></p><p></p><p>Spellcraft is also in theme, with some unique giantish magic. In fact, this follows on directly from the Xen'drik article, plonking it down in there. For a third time this year, they're giving a rare form of magic from the supplements some love here. This time it's Artifact spells. They may be more powerful, but they're a real challenge to memorise, requiring giant monoliths to properly record them, and repeated spellcraft checks to understand them. Unless you have routine teleportation, you aren't going to be able to draw upon them regularly, especially as adventurers. So this should have interesting results when incorporated into your campaign. </p><p></p><p>Disjoin Posession deals with anything in the area occupying a body it shouldn't. It also keeps them out after that for a decent time, which should let you kick said spirit's asses without worries of collateral damage. </p><p></p><p>Eskella's Soul Cyclone is an AoE energy draining attack. That's definitely more impressive than regular 9th level spells, and I can quite understand people fighting over access to this one. </p><p></p><p>Hibyrntic's Curse is an ongoing icy effect that isn't completely negated by successful saves. This may well be lethal, but isn't enormously ground-breaking. It's more interesting as a reminder how much they've nerfed ongoing effects in 3.5 and 4e. </p><p></p><p>Life Spring is just a slightly more convenient resurrection, bringing you up to full power straight away. Cool, but hardly worldshaking in D&D magic terms. </p><p></p><p>Telepathic Strike is a dual action scrying and remote attack spell. Since D&D is rather conservative about extreme distance magics that allow you to attack while remaining undetectable, this is another pretty cool one from a plot perspective. An article that both stands well alone, and is a good one for encouraging you to buy their new supplements. In that respect it's actually better than the Binder one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6224185, member: 27780"] [B][U]Dragon Issue 345: July 2006[/U][/B] part 5/6 Bazaar of the Bizarre: Very much in theme here, with magical items for giants, and for fighting them. Another thing the bazaar has managed to miss all these years, despite giants getting plenty of love in other departments. So once again I rather approve of this topic. Cloud Giant Harps are another musical item that puts you to sleep. Some of them are also intelligent and able to talk. That seems pretty familiar, if not from D&D. Weapons shouldn't bogart all the sentience, as I've said before. Hel's Death Staff is a kickass debuff/necromantic device that is super effective against giants. And once you beat them, you can have an extra large legion of zombie giants to rip up any further enemies. Stylish and full of synergy, this is a well designed item. Ice Armor of the Northlands radiates cold. Unless you're immune to cold, such as, say, a frost giant, it'll also freeze your nuts off inside it too. Better stack up on your endure elements spells if you take this one from it's current owner. Rings of the Frost Giant Jarl let you summon winter wolves and breathe icy damage on people. This is obviously of little use against frost giants, but is useful to them, and they'll probably be usable as bracelets for human size wielders. The Sword of Giant Rending is weirdly square, and has different special properties specifically targeting the weakness of whatever giant you're currently fighting. If you rip out their hearts in classic bloodstained conquerer fashion, you can keep the benefit and apply it to everything. Huzzah! A fun set all round! Spellcraft is also in theme, with some unique giantish magic. In fact, this follows on directly from the Xen'drik article, plonking it down in there. For a third time this year, they're giving a rare form of magic from the supplements some love here. This time it's Artifact spells. They may be more powerful, but they're a real challenge to memorise, requiring giant monoliths to properly record them, and repeated spellcraft checks to understand them. Unless you have routine teleportation, you aren't going to be able to draw upon them regularly, especially as adventurers. So this should have interesting results when incorporated into your campaign. Disjoin Posession deals with anything in the area occupying a body it shouldn't. It also keeps them out after that for a decent time, which should let you kick said spirit's asses without worries of collateral damage. Eskella's Soul Cyclone is an AoE energy draining attack. That's definitely more impressive than regular 9th level spells, and I can quite understand people fighting over access to this one. Hibyrntic's Curse is an ongoing icy effect that isn't completely negated by successful saves. This may well be lethal, but isn't enormously ground-breaking. It's more interesting as a reminder how much they've nerfed ongoing effects in 3.5 and 4e. Life Spring is just a slightly more convenient resurrection, bringing you up to full power straight away. Cool, but hardly worldshaking in D&D magic terms. Telepathic Strike is a dual action scrying and remote attack spell. Since D&D is rather conservative about extreme distance magics that allow you to attack while remaining undetectable, this is another pretty cool one from a plot perspective. An article that both stands well alone, and is a good one for encouraging you to buy their new supplements. In that respect it's actually better than the Binder one. [/QUOTE]
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