Dragon #18 (August 1978)
"Magic: Governed By Laws of
Theory" by Thomas A. McCloud: All good systems of magic in games or fiction are governed by laws. Here, Dungeon Master Thomas McCloud details the roots of magical laws and theories and shows how they can be incorporated into a logical and coherent system for Dungeons & Dragons (or other fantasy RPGs).
Dragon #37 (May 1980)
"From the City of Brass to Dead
Orc Pass" by Ed Greenwood: Portals are another well-known ingredient of fantasy fiction, leading either to safety or peril. In this article, the master of the Forgotten Realms himself gives an overview of various gates in fantasy fiction and the tricks (and traps) behind them,
Dragon #69 (January 1983)
"Runes" by Taterczynski &
Raupp: Runes are yet another trope of fantasy fiction, providing players and their characters a code to break or riddle to solve in the course of an adventure. This article details the history of runes, including their development and use in various European cultures. It should be noted that some of the historical, archaeological, and anthropological information in this article may be out of date, possibly even contradicted by modern theories and findings. Still, it should provide a foundation for a gamemaster looking to develop a system of arcane or ancient writing for their setting.
Dragon #73 (May 1983)
"Non-Violent Magic Items" by
Pulsipher & Gettliffe: When standard magic items like wands, swords, and scrolls just won't do, this article can help. While a number of them seem to be more of an "industrial" type of magic, most of these work well for unique items you might find within a wizard's tower, dragon's hoard, or dwarven delve. Definitely an article worth having on hand.
Dragon #87 (July 1984)
"The Legacy of Hortus" by Jack
Crane: Wizards do like to experiment with things - devices, spell creation, the essence of life... This article by Jack Crane details a number of horticultural creations left behind by the late wizard Hortus. A system-agnostic article, it can easily be used in any fantasy system.
Dragon #91 (November 1984)
"Treasure Trove" by various contributors: Another valuable article, this one details various magical items, some of dubious utility that a GM could easily inflict on reckless PCs.
Dragon #98 (June 1985)
"Creative Magic Items" by Ken
Hughes: A good gamemaster doesn't rely strictly on the rulebook or supplements for magical treasure. Sometimes the best items are created by the GM. Ken Hughes provides a guide for GMs to make their own creations while maintaining some semblance of balance in their game world.
Dragon #99 (July 1985)
"Treasure Trove II: Seventeen New
Treasures" by various contributors: Another handful of magical treasures that can aid or hinder PCs.
Dragon #123 (July 1987)
"The Mystic College" by James
A. Yates: While heavily driven by AD&D rules, this article by James A. Yates provides a nice outline of what a fledgling mage could expect at a wizard's school.
Dragon #129 (January 1988)
"Arcane Lore: Magic of the Dwarven
Priests" by Len Carpenter: Players who favor the Dwarven Runecaster playbook may want to take a look at this article, which covers dwarven runic magic. It includes a number of recommendations on tailoring various spells to fit the dwarven point of view.
Dragon #139 (November 1988)
"Where Wizards Meet" by John
C. Bunnell: Dovetailing a little over a year from James A. Yates' "The Mystic College", this article provides an overview of the inner workings of a mages' guild. My only caveat on this article is that it seems to focus on a world where magic is much more common than what Beyond The Wall and other OSR campaigns might feature.
Dragon #140 (December 1988)
"The Savant" by Vince Garcia: Garcia presents a sage PC class (actually a subclass for the cleric or magic-user class) for first edition AD&D in this article. This is the article I referenced for the savant archetype "Another Exercise in Nostalgia".
"So Many Gods So Little Time" by Andrew C. Gronosky: This is one of a number of articles which have appeared in Dragon Magazine over the years on creating believable pantheons in RPGs. Gronosky discusses reasons for having monotheistic and pantheistic religions in a fantasy campaign as well as handling rival religions, the purposes of the faiths, and other ideas. While not focusing on AD&D mechanics, it is couched in the logic of the game.
"Fantasy Clerics and Clerical Fallacies" by Gregory Detwiler: Detwiler provides a look at making clerical healing a bit more realistic in fantasy campaigns, noting that high-level healing will not always be available to peasants, let alone heroes. Definitely worth a look if you want to run a low-magic campaign.
"So Many Gods So Little Time" by Andrew C. Gronosky: This is one of a number of articles which have appeared in Dragon Magazine over the years on creating believable pantheons in RPGs. Gronosky discusses reasons for having monotheistic and pantheistic religions in a fantasy campaign as well as handling rival religions, the purposes of the faiths, and other ideas. While not focusing on AD&D mechanics, it is couched in the logic of the game.
"Fantasy Clerics and Clerical Fallacies" by Gregory Detwiler: Detwiler provides a look at making clerical healing a bit more realistic in fantasy campaigns, noting that high-level healing will not always be available to peasants, let alone heroes. Definitely worth a look if you want to run a low-magic campaign.
Dragon #149 (September 1989)
"Magic For Beginners" by
Gregory W. Detwiler: Detwiler strikes gold again in this article on low-level magic items. While most of these are more combat-oriented items, there are some very good ideas in here. My favorite is the silver-iron weapons which provide inherent magic against the fae without the common "+1" enchantment.
Dragon #163 (November 1990)
"Oops! Sorry!" by Donald
Hoverson: Magical misfirings are one thing I look for in games. Hoverson provides a compact set of guidelines on how spells can go awry instead of just going "pfft."
"Magic Gone Haywire" by Rich Stump: Stump dovetails from Hoverson's article here, detailing how magical items can malfunction.
"Magic Gone Haywire" by Rich Stump: Stump dovetails from Hoverson's article here, detailing how magical items can malfunction.
Dragon #181 (May 1992)
"More Magic For Beginners" by
Gregory W. Detwiler: Detwiler's sequel to "Magic For Beginners" in Dragon #149 brings us more low-level goodies. In this article there are a few more utilitarian items like low-weight equipment, the continual torch, and miniature or polymorphed gear.
Dragon #200 (December 1993)
"The Color of Magic" by Dan
Joyce: "The Color of Magic" provides workable guidelines to making each mage's spells unique and noteworthy in BECMI D&D (as well as B/X, Holmes, and other editions) without incorporating a ton of metamagic feats and the like. An excellent article to consult for Beyond the Wall.
Dragon #229 (May 1996)
"Magic Doesn't Always Go Boom" by Christopher Byler: Byler confronts the issue of level-appropriate magical items in adventuring. While grounded in second edition AD&D rules, the article does have good guidelines on providing non-combat magical items and treasure for low and middle level groups.
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