ENCHANTMENTS (Issue 253)
• Cover Date: November 1998
• good condition
SPONTANEOUS ENCHANTMENTS
Enchant an item is only one way to make a magical weapon. — By Lloyd Brown III
THE RANDOM MAGICAL WEAPON GENERATOR
Grab your dice and start rolling.
— By Gregory W. Detwiler
A TREASURE TROVE OF TOMES
Knowledge needn't be magical in the GREYHAWK setting. — By Scott Casper
WORKING CLASS WIZARDS
Making magic pay.
— By Lloyd Brown III
WITH A TWIST
More ways to expand your campaign design.
— By James Wyatt
SUFFICIENTLY ADVANCED MAGIC
Magic in the ALTERNITY game. — By Steve Kenson
GUARDIAN OF THE BARROW
A dragon becomes a kingmaker. — By Nancy Varian Berberick
WYRMS OF THE NORTH
Subtle Raulothim is "The Silent Shadow."
— By Ed Greenwood
AD&D ALIENS
Add a new psionic race to your campaign with the "Fraal." — By David Eckelberry
ARCANE LORE
Divine the truth behind "The Mage's Secret."
— By Lloyd Brown III
BAZAAR OF THE BIZARRE
Go shopping for enchanted curiosities at "The Third Time's a Charm." — By Eric A. Jackson and Emilia Agrafojo
DUNGEON MASTERY
Start your adventures by saying, "Picture This." — By Brian Murphy
- THE WYRM'S TURN by Dave Gross
- D-MAIL
- CONS & PROS
- CONVENTION CALENDAR
- FORUM
- PROFILES
by Allen Varney
- PC PORTRAITS
by Terry Dykstra
- SAGE ADVICE
by Skip Williams
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