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Friday, October 24, 2025

Urban Fantasy Fridays: Mage The Ascension, 20th Anniversary Edition

Mage: The Ascension, 20th Anniversary Edition
 I will admit, I love Mage. I love all versions of it, to be honest.

While I never really got into the original World of Darkness when it was all the rage, I did have Vampire: The Masquerade, and I recognized why and how it was good. Still, at the time, I had also just discovered WitchCraftRPG (next week!), so that was the game I had chosen to scratch my Modern-Supernatural itches.

I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really.  Though my thought did go to moving the whole thing over to Ravenloft.  It wasn't until I had moved to Chicago to work on my Ph.D. that I found Mage.  

The ground floor of the commuter train station had a bookstore in it.  One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic.  While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems, I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch."  I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage," the term borrowed from a friend who wrote about "Ascended witches."  IT worked for me.  Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. Even today I have a Mystic Class Starship kitbash called "The Imbolc Mage."  

Though I did really like Mage. A lot. I really like Sorcerer's Crusade; it was a cool idea and much more interesting to me than Mage: The Ascension at first.  That led me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book, and it made me look again at the World of Darkness.

While Mage: The Ascension grabbed my attention, it was Mage: The Awakening that I created more material for.  I soon figured out why: it felt very similar to WitchCraft.  I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together.  I grabbed the Mage Translation Guide with great glee, but I never really did anything with it.  With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages), I just dropped all the work I was doing with Mage: The Awakening. 

Mage: The Ascension 20th Anniversary Edition

The 20th Anniversary Edition of Mage: The Ascension is a massive, beautifully crafted tome that brings every prior vision of the game into focus. It’s not just a revision of the rules; it’s a celebration of what Mage has always been: the meeting of philosophy and passion, of science and sorcery, of power and the price of using it. 

It’s also the most “complete” version of Mage ever written. M20 doesn’t erase the differences between editions; it embraces them. The Traditions feel ancient and mythic again, the Technocracy has teeth and ideology, and even the Marauders and Nephandi have more depth than ever before, a LOT more depth. The lore isn’t presented as dogma but as perspective, filtered through the unreliable narrators who populate the Ascension War. This is hit home time and time again. Reality is what you make it. 

Reading it feels like walking through every era of the game’s evolution: the raw wonder of 1st Edition, the sleek paranoia of Revised (my previous favorite), the fiery metaphysics of Awakening, all of it bound together by the idea that belief shapes reality. If you’ve ever argued about whether magic is real, or what truth even means, M20 will make you feel like those questions matter again.

Plus the physical book is just so damn attractive.

Magic, Philosophy, and Price

What I’ve always loved about Mage, especially the 20th Anniversary Edition, is that it treats magic as both metaphor and mechanism. Every paradigm is true, and none of them are. The more you understand, the more dangerous it becomes to believe in only one truth.

That’s why Larina fits here so naturally. In earlier games, she learned that magic has limits. In Mage, she learns that those limits are hers.

The system itself still shines. M20’s rules strike a balance between the freeform wonder of 1st Edition and the structured precision of Revised. The magic system remains one of my favorites of any RPG ever written, not because it’s powerful but because it demands creativity and consequence. Every effect has a cost, every belief has friction, and paradox is always waiting for the arrogant.

This is where Mage transcends its own mechanics. It’s not just about bending the universe; it’s about how much of yourself you’re willing to give up to make that change. Every roll feels like a wager between your vision and the world’s resistance. It’s a game of philosophy disguised as spellcraft, where your paradigm defines not only your powers but your purpose.

In that way, it’s the most dangerous kind of fantasy: the kind that makes you ask, What if I’m the one who’s asleep?

Mage books

The Mature Stage of the Lifespan Campaign

If Little Fears represents childhood beliefs, Monsterhearts embodies teenage Sturm und Drang, and Chill signifies early adulthood resilience, then Mage is mid-life transcendence.

By the time a character reaches Mage, the world has stopped being mysterious because they have seen too much of it. They’ve fought the Unknown, lost friends, made mistakes, and realized that survival is only the beginning. Mage is what happens when you stop reacting to horror and start defining reality for yourself.

For Larina, this is the phase where the witch becomes the magus. She’s no longer the frightened girl with ghosts in her room or the grad student who stumbled into S.A.V.E. She’s a woman in her mid-40s who has survived every shadow the multiverse could throw at her, and learned that power without wisdom is just another kind of curse.

Her story at this stage isn’t about discovery; it’s about integration. Every past incarnation, every spell, every trauma, they all thread together into something greater. The act of Ascension isn’t about escaping mortality; it’s about embracing it as sacred.

Like the rules, I want to integrate all the disparate threads of her life here. 

Larina Nichols in Mage: The Ascension 20th Anniversary Edition (2015)

By 2000 or so, Larina had returned to the States and lived quietly in Chicago. She teaches folklore and comparative mythology at a small liberal arts college, but that’s just the daylight cover. At night, she works as an independent consultant for the Traditions, specifically the Verbena, though she maintains uneasy friendships among the Dreamspeakers and Hollow Ones.

In the context of my Lifespan Campaign, this is Larina’s middle-age chapter, the reckoning after experience, when all her past choices catch up to her. The ghosts from Little Fears, the stress of Monsterhearts, the agents of S.A.V.E. from Chill, even fragments of her other lives like Lowis from Dark Ages, they all echo here.

Mage lets me weave those threads together into something coherent. Maybe those different incarnations were just past lives of the same soul, or echoes across parallel worlds. In Mage, that kind of metaphysical bleed makes sense. It’s one of the only games where her story could become mythic without losing its human edge.

At 45 (2015 in this build), Larina is a seasoned practitioner who has seen the price of awakening. She knows that every act of will leaves ripples in the world. She teaches her students that folklore endures because it speaks to something real, and when she’s alone, she can still hear the faint hum of the Tapestry, like a heartbeat under the world.

She’s part scholar, part witch, part weary survivor. The Ascension War has become quieter, now fought through memes, corporate sponsorships, and disinformation rather than fireballs and paradox spirits. Larina has learned that the Technocracy doesn’t always need to win; reality often fights their battles for them.

But she keeps the candle burning anyway.

Her focus remains rooted in belief: the Old Faith, the Goddess, the sacred cycles of life and death, but expanded now to the Universal and Multi-versal scale. She has studied Hermetic theory and understands the language of the Ethers, yet she still draws her strength from the soil, the stars, and the blood that ties them together. In M20 terms, she is a Verbena, a witch who believes in creation’s divinity but refuses to kneel to any monotheistic god.

She works minor wonders through old rites: candle flame, herbs, whispered prayers, moonlight on water, spreads of her well-worn tarot cards. Her paradigm has grown sophisticated; witchcraft, psychology, and spirit all merge into her personal practice. Where she once used spells, she now shapes Correspondences.

Her Avatar is older now, too, no longer the reckless maiden or disappointed wife, but a patient, keen-eyed woman who sometimes calls herself the Lady of Crossroads. 

Larina "Nix" Nichols circa 2015
Larina "Nix" Nichols

Chronicle: The New Millennium

Nature: Questing
Demeanor: Traditionalist
Essence: Visionary

Affiliation: The Traditions
Sect: Verbena
Concept: Mystic

Attributes 

Physical
Strength ••, Dexterity ••, Stamina •••

Social
Charisma •••, Manipulation ••, Appearance ••••

Mental
Perception ••••, Intelligence ••••, Wits •••

Abilities

Talents
Alertness ••, Art •, Awareness •••, Empathy ••, Expression •, Streetwise •

Skills
Crafts •, Drive ••, Etiquette •, Research •••, Survival •••, Technology •

Knowledges
Academics ••••, Cosmology ••, Enigmas ••, Esoterica •, Investigation •, Medicine •, Occult ••••, Science •

Spheres

Correspondence ••
Entropy 0
Forces •••

Life •••
Matter •
Mind ••••

Prime •
Spirit •••
Time ••

Advantages

Backgrounds
Allies ••
Avatar •••••
Dream •
Library ••••
Past Lives •••
Wonder •

Other Traits
High Ritual ••••
Seduction ••
Area Knowledge ••

Arete ••••• ••

Willpower ••••• ••

Quintessence xxxxx

Rotes
Talons (••• Life, • Prime or • Matter)
Far Speak (•• Mind, •• Spirit)
Astral Projection (••••Mind, • Spirit)
Past Life (•• Correspondence, •• Spirit)

Focus
Paradigm: Creation is Divine and Alive
Practices: Witchcraft
Instruments: Books, ritual tools, tarot

Wonder
Athame

Merits & Flaws
Languages (Celtic, Greek, Italian, Latin, Russian) 5, True Faith 2
Echoes -1

Age: 45, Apparent age: late 30s
Sex: Female
Ethnicity: White (Caucasian)
Hair: Red
Eye color: Blue
Height: 5'4"
Weight: 125 lbs
DOB: October 25, 1969

Equipment
2005 purple VW Beetle
2013 Macbook Pro (Core i7, 2.6 ghz, 13.3" screen, 256gb ssd, 8gb RAM), silver

Mage 20th Anniversary Edition

Notes: One thing I have not decided yet is whether or not this Larina has a 3-year-old daughter "Taryn" as her WitchCraftRPG counterpart would have at this point (Taryn born Dec 21, 2012, when the Meso-American calendar ran out.) I would like to think so, but I have not played this particular character to that point.

This is obviously not a starting character. I figured she began as a Mage character when I first discovered Mage (circa 1999) and she has had 15 years of experience since then. Granted, maybe she would be more powerful, but she had a lot going on in her life that was not Mage-related. 

I have always played my Mage and WitchCraft versions as similar, but separate universes. This Larina may be the Larina that keeps the others connected to the whole cabal/coven of them all. Actually, I really like this idea. Maybe I should reach out to Phil Brucato, "That Mage Guy," and ask him how he would craft such a character. 

Final Thoughts

Mage: The Ascension 20th Anniversary Edition isn’t just a rulebook. It’s a philosophy text disguised as a game manual, a challenge to imagine what reality could be if you dared to believe differently. It captures everything I love about urban fantasy, the collision of magic and modernity, of belief and disbelief, of hope against entropy.

For me, Mage represents the mature stage of the horror-fantasy journey. It’s not about surviving the darkness anymore. It’s about illuminating it, understanding it, and, if you’re brave enough, even becoming it.

Larina has learned that the Ascension War was never about gods or Technocrats. It was always about the soul’s struggle to stay awake.

And after all these years, she’s still standing at the crossroads, candle in hand, whispering to the night: "So mote it be."

Links


Thursday, October 16, 2025

In a Galaxy Where No One Has Gone Before...

 Ok, so lots of people have done this before.

Our weekly AD&D Forgotten Realms game was canceled again because we wanted to make starships!

My oldest is really into the Fantasy Flight Games/EDGE Star Wars RPG. I do admit it is rather fun. He was reading over his books while working on ships while I was busy working some Kneadatite "Green Stuff" into areas of my USS Mercy kitbash.

We were talking about starships and I put the Mercy down for a bit to dry. The next step is taking a Dremel to it to smooth out the green stuff and repaint. So we decided to build some Star Trek ships for Star Wars.

Star Trek and Star Wars

I am 100% sure people will have a lot of opinions here on what we got "wrong" and that is great! These are our interpretations, but if you have suggestions, post them below. Plus, when it comes to ships like the USS Mercy and USS Protector *I* am really the only authority here.


USS Mercy

I have talked about the USS Mercy NCC 3001, many times here. I am still trying to figure how big this ship should be. The in-universe idea was to upgrade the existing Oberth-class spaceframe with newer designed nacelles (Ambassador-class prototypes) and a larger Daedalus-class "saucer" section, called "the hospital" section here. There is some disagreement on how large an Oberth is, other than "small." 

Based on what I can figure out, I am going to say, for now, the USS Mercy and the other Asclepius-class Emergency Medical Response ships are 360 meters. About the same size as the Constitution-class Enterprise-A or roughly half the size of the Mystic-class USS Protector.

Name: USS Mercy NCC 3001
Make: Asclepius Class (Emergency Medical Response)
Hard Points: 3
Encumbrance: 500

Silhouette: 5
Speed: 3
Handling: 1

Armor: 5
Hull Trauma: 80
System Strain: 50

Defense
Fore: 5
Port: 5
Starboard: 5
Aft: 5

Weapons

WeaponFiring ArcDamage   RangeCritSpecial
Phaser Array (2)FA  5     Long 2            Auto fire, Breach 1, Accurate 2
Torpedo Launcher     AF             10Long1Accurate 1, Vicious 2, Breach 2


Tractor BeamFA-Medium     -Tractor 7

Personnel

Captain: CMDR Scot Elders, MD
Crew: 80 officers and enlisted. 200 medical personnel
Passengers: 600 Patients, 900 emergency triage
Launched: February 4, 2295 

Consumables: 5 years

Hyperdrive: ~ 0.7 (Warp 9.0) Cruising speed of Warp 7

Sensor Range: Extreme

I figure that this is a tough ship. It has powerful shields, but also ablative armor and polarized hull plating. This allows it to fly into war zones, drop its shields, and then beam out all the injured. So what it lacks in firepower for a ship of its size in 2295 it makes up for in protective tech. 

This really makes me want to stat it up for other systems like I did for the Protector below. 

USS Protector

The Protector is the first kitbash starship I have shared here, but certainly not my first.

Name: USS Protector, NX 3120
Make: Mystic Class (Heavy Cruiser, Experimental)
Hard Points: 4
Encumbrance: 1,000

Silhouette: 6
Speed: 5
Handling: 2

Armor: 6
Hull Trauma: 80
System Strain: 40

Defense
Fore: 5
Port: 5
Starboard: 5
Aft: 4

Weapons

WeaponFiring ArcDamage   RangeCritSpecial
Phaser ArrayAll (FPSA)  10     Long 3            Auto fire, Breach 2, Accurate 2
Torpedo Launcher     AF             15Long1Accurate 1, Vicious 4, Breach 4
Phase CannonF12    Medium2Breach 5
Tractor BeamFA-Medium     -Tractor 7

Personnel

Captain: ????
XO: ????
Crew: 120
Passengers: 600
Launched: June 13, 2352 600 (SD 31165.86)

Consumables: 5 years

Hyperdrive: ~ 0.5 (Warp 9.1) Experimental Omega Drive (Warp 13)

Sensor Range: Extreme

I don't have a new Captain for the Protector, really. It had been my friend Greg's character Valerie Beaumont during a shake down cruise, but she now commands the USS Mystic. 

Though I think I might have something now after working on this.

USS Challenger-C

I built this model over Christmas break, but I still need to add the final decals and paint it. But I knew it was going to be the Challenger-C. Like the Protector, I had not yet chosen a captain. But it became apparent I had to pay respects to one of my favorite Star Trek series and one of my favorite In Search Of topics. The Captain of the Challenger-C is Bradward Boimler and this means his first officer HAS to be Beckett Mariner, because there is no way she would want to be Captain. I can actually hear her saying "No. Shut up. Being captain is lame. First officers get all the away missions." 

I am not the only one who thought this was a good idea, bluenoser18 on Reddit did mock-ups of Capt. Boimler and Cmdr. Mariner. Both are older, more mature, and ready to lead into the 25th century.

My son did the Enterprise-D, but the Challenger-C would have similar stats.

Name: USS Challenger-C, NCC 71099
Make: Galaxy Class (Heavy Cruiser), updated
Hard Points: 5
Encumbrance: 1,500

Silhouette: 7
Speed: 5
Handling: 2

Armor: 8
Hull Trauma: 100
System Strain: 50

Defense
Fore: 10
Port: 10
Starboard: 10
Aft: 10

Weapons

Weapon Firing Arc Damage    Range Crit Special
Phaser Array All 12      Extreme  3             Breach 4, Accurate 3
Torpedo Launcher      AAF              20 Long 1 Vicious 5, Breach 5
Tractor Beam All - Medium      - Tractor 7

Personnel

Captain: Bradward Boimler (2402, SD 76906.23)
XO: Beckett Mariner
Crew: 150
Passengers: 1,000

Consumables: 5 years

Hyperdrive: ~ 0.5 (Warp 9.98)

Sensor Range: Extreme

--

So yeah, the Star Trek ships can run circles around the Star Wars ones until the Star Wars ship hits hyperspeed, and then they have the advantage. 

Also Trek ships have better shields. We are going to try this out with the FFG/EDGE Star Wars RPG and see how they work. 


Thursday, June 19, 2025

These Are The Voyages of the Starship Mercy

 Quick one today, and fairly off topic for the week. But I spent some time this week on my newest kitbash, the Starship Mercy.

The parts are left overs from all sorts of different franchises, Star Trek, Star Wars, Galaxy Quest. I might even work in some Battlestar Galactica when I am done. 

Kitbash Mercy

Kitbash Mercy

Kitbash Mercy

Kitbash Mercy

I have to 3D print some items to smooth it out and I am going to use hot air gun (used to peel dry paint) to melt some of the pieces so they fit better. Writing this before I do that, in case I burn my fingers again. Sucker gets hot.
ETA: Worked a little too well, and I melted part of the lower hull. But I think I can fix it.

In the end it will look like a late 23rd-century (2295) predecessor to the Olympic Class medical ship. I am calling it an Asclepius Class Emergency Medical ship. I'd LOVE to have an EMH, but this is way too early for that. 

Tested the LEDs today; the wires are a bit short, so I'll have to adjust that. I want the lights to stay on even when the sphere section is detached. I am thinking of installing a removable battery assembly. I'll need to look up the voltage requirements. I have them from when I did the Protector. ETA: Found it, 12v.

The idea is that it can be left on a planet to act as an emergency hospital. I'll get it all stated up.

But I need to finish the thing first.

Saturday, May 1, 2021

Character Creation Challenge: Star Trek Adventures

Star Trek Adventures from Modiphius
It's the start of May!  Let's begin the new month like I have been doing all year long so far with a new character.

My "soft" theme for May is going to be Sci-Fi games.  I am dedicating all month to it, but a good portion of the month to be sure.  So for this I am starting with a the character I played WAY back in the day under FASA Trek.   I wanted to pull out my FASA Trek rules I got as a gift, but I forgot how damn involved character creation was for that game!  So instead I am going to pull out the newer Star Trek Adventures from Modiphius.

Plus I like the Star Ship creation rules from Modiphius.

While I am still excited about the prospect of doing my BlackStar game set in the 2350s, right now it is my "Starfleet Doctors Without Borders" idea, Mercy, set in 2295 that has me excited today.

Plus I needed to work some of the details of the titular starship, the NCC-3001 USS Mercy.

The Game: Star Trek Adventures (and some FASA Trek)

Star Trek Adventures has a lot going for it right now including a ton of material out there, support by the publisher and the rules don't have me reaching for the Tylenol.   At the same time there is a nice feel of continuity here.  I do feel like I could play any era of Trek I wanted and these rules would cover me.  Plus the Modiphius Trek has the advantage of me being able to add some material from John Carter of Mars and Dune if I later choose.  

If my only game was BlackStar then I'd add in some of the material from their new Achtung! Cthulhu 2d20 be done with it.   But Mercy needs something a little different and I am going to borrow heavily from FASA Star Trek on this one. BTW the 2d20 Achtung! Cthulhu looks amazing. I am going to grab it the moment I can.

FASA Trek had a more ship combat emphasis than Modiphius Trek does.  I think for my Star Trek Mercy game that will be important.  Not that the Mercy is going to fly into combat with phasers hot, but more like they will be needed in situations where there is plenty combat happening.  I am toying with the idea of the Orion Syndicate as the big bads, but no idea just yet.  

I do know that the captain of the Mercy will be a promoted FASA Trek Character.

The Character: Cmdr. Scott Elders, MD

Scott Elders was the CMO of the USS Andromeda, the last ship I used in FASA Trek all the way back in the later 1980s.  My game play covered the time between the TOS Movies and the TNG TV series.  So that is the time I like to think of him in. 

For Mercy he has been promoted to Commander and is now the "Captain" of his own ship, the newly christened USS Mercy, NCC 3001.  Second ship in the Asclepius Class medical starships.  Something of a cross between the Daedalus Class and the Olympic Class.  The ship is designed to be a state of the art (for 2295) medical transport and emergency response. 

Though I guess given the time the registry would be more like 25xx or something.

Before I get to the ship here is her Commander.

Scott Elders, Character sheet

I do like these character sheets.

The Ship: USS Mercy

The Mercy is a new ship. But unlike the Protector, she is built on tried and true technologies. 


Not a bad little ship.  


I'll do some more tinkering, but I like how these both are coming together.

Now I just need to kitbash or 3D print a Mercy starship!

Links


Star Trek Mercy


Saturday, December 28, 2019

My Next Kitbash, Federation Viper

I have some parts left over from my Protector kitbash model, and as it turns out they are exact parts I need for my next kitbash, a "Star Trek" style Viper from Battlestar Galactica.

So I have parts from this:


In particular, the nacelles, which is what I need.

Combine them with this:


Which I still need to buy mind you.

I can add the nacelles to the viper wings, modify the nose with a deflector dish (which I have). Change the red decals to blue, could just paint them on, put on the Protector's registry number NX-3120 and it will look like it is part of the ship. 

I did this mod years ago but I honestly can't recall what happened to it, it was 40 years ago. The one thing I didn't figure out then and still need to figure out now is how to account for those giant-ass thrusters in back.  I might need to 3D print some additional parts or see what I have laying around.  In my first version of this I used the V8 engine out of an 82' Corvette.

My goal is something like these:





At least that is the plan.  Have it ready for my BlackStar game. Imagine this going up against MiGo in space.

Hope to get working on it soon!

Thursday, October 5, 2017

This Old Dragon: Issue #90

Ok. I will admit this. I am totally cheating.  Normally I grab an issue off the top and review it as is.  But this is October and that's a big deal here at The Other Side.  So I went through my stacks and pulled out the remaining October issues I had and put them on top.  So let's go back to the scary 80s.  Reagan is in office. We have two Germanys. And the USSR is still biggest big bad on the planet. Nukes will fly at any moment, especially if there is some "glitch" in a computer (or a kid with a modem wanting to play a game). It's October 1984 and this is issue #90 of This Old Dragon!

The cover. I always liked this cover a lot.  I always felt that harpies were an under-used monster and they needed to be scarier. When I first saw this though I thought the harpy and human were on a DESK not a deck and that for some reason they were shrunk down to a smaller size.  It was such profound first impression that I have to look hard at it NOT to see that.  Strange how memory works.

Ok for an October issue there is not much in the way of a horror theme here.  There are some horror elements to be certain, but nothing that explicitly ties them all together.

Out on a Limb covers the seemingly impossible relationship between chaotic to the core Norebo and hard-line lawful Wee Jas.  Kim Mohan makes two suggestions. First, opposites attract and Norebo has a big mouth.  Second, they goofed.   I like the idea of them being together, to be honest.  Gods need to be complicated.   There are some letters of praise of Baba Yaga's Hut adventure but pointing out how Baba Yaga does not match earlier versions in Dragon or the Hut matching up with the one in the DMG.  In these cases that was all done on purpose; which I get.

The Forum begins (or continues) the long debate on physics and falling damage.

Our first proper article is from Ed Greenwood.  We are introduced to the Incantatrix NPC class.  This is issue 90, we are still 2 years away from the witch class so, for now, this is the current AD&D attempt at a witch.  Incantatrix means a woman that makes incantations, or a female spell caster.  This class has seen a lot of love and hate online and it was a little controversial in our groups as well.  The article is six pages and has some great ideas and some really neat spells.  I have a lot of issues with this class, but I want to focus on only a couple.  First, it is much weaker than a similar level magic-user. I guess this is why it is an NPC class afterall.  Also, the class has something of a split personality. It is a spell-thief AND a class that fights other spellcasters and outsiders.  I think splitting it up into two separate concepts would fit much better.   Let's talk about the spell-thief bit for a second.  Here is a quote from the article:
But how could a mere wizard defeat the Archmage with a spell so beyond her powers? asked the sage skeptically.
Ok. First point. How did you know that the incantatrix was a "mere wizard"?  Now granted, many worlds have classifications of wizards. Look at Krynn and I know that "Archmage" is actually a big deal.  But at the same time to a casual observer, do you know how powerful someone is?
Now that is not to say that this class doesn't have a lot of potential. It does. In fact, it came back as a 3.0 Edition Prestige Class in Magic of Faerûn. This version focused on her "meta-magic" feats.
An OSR or 5th Edition Incantatrix is needed I think.

Nice big ad for Chill.

Gary is up next with Hold that person! The definitive list of charm-able humanoids.  This is the list of anything affected by Charm or Hold Person spells. I had kept this list in with my notes on what would become the Witch.  It's a good list.  Gary shares other news like the huge GenCon 17 turnout and how they sold out of the D&D Companion set.  He is also working on T2 The Temple of Elemental Evil, or rather handing it to Frank Mentzer who is also busy with the Masters Set of D&D rules.  There is no more movement on AD&D 2nd Edition at this point, but there is speculations that the Monster book will be two books.  The D&D cartoon is renewed and the D&D movie script is moving ahead.  It does make me wonder if some of the items for AD&D 2 ended up in next year's Unearthed Arcana.

Ed is back again with Bats that do more than bite: Six species from Elminster's latest lecture. Or six types of bats unique to the Realms.

The next installment of Gods of the Suel pantheon is up. Len Lakofka gives us Phyton, Xerbo, and Osprem.   Our two sea gods Xerbo and Osprem both have tridents.  I guess there is a rule that sea gods must have one.

Mike Beeman has some advice on Playing the political game: A change of pace for AD&D game adventuring.  This article covers how to play a game of political intrigue.  I nice companion piece I think to the rules from the Companion Set and the upcoming Master Set.  Also one I think that would be well received today with the popularity of Game of Thrones.

Plane facts on Gladsheim: What it's like in the land of the Norse gods covers the planes of Gladsheim by Roger E. Moore.  It is a nice companion piece to the adventure coming up. I liked this article because at this time I was really beginning to move away from Greek myth and into more Norse and eventually Celtic myths.  This is a good starting point. Most of the article is devoted to spell changes.

This is followed up with Aesirhamar, a high-level adventure taking place in Gladsheim also by Roger E. Moore.

Jerry Epperson contributes to the Halloween feel and gives us a review of the first edition of Chill.  The review, while only a page an half long, is very positive and covers all the basics of what you can do with Chill.

Lots of ads.

We get to the Ares section now.

Up first is Skills for the Super Agent: Agent skill packages in the CHAMPIONS game by Gregg Sharp.  This is for making proper "Super" Spies in a Supers game.
Steve Perrin has some more powers for the Superworld game.

The big one, and one I had cut out of my original copy and stuck in my Star Frontiers box, is The Mega-Corporations for Star Frontiers by Kim Eastland.   This article shifted my SF playing from a Star Wars/Star Trek kitbash to a proto-ShadowRun game.  Though we took a lot from Blade Runner too.   I swear I had created some mega-corps myself but for the life of me, I can't recall any.

Riddle of the Ring has a big full-page ad.  They have sold the rights to their "unique" game to Iron Crown Enterprises.



Another Gen Con 17 report, this time from Roger Moore and focusing on the sci-fi elements of the con.

Big for Bard games.
Convention Calendar.
Lots of small ads.

Wormy's trolls go fishing and Aveeare encounters magic in Snarf Quest.

Very memorable issue.  Lots of nostalgia.  I was a big fan of I.C.E.'s Middle Earth back in the day and seeing the ads for it and the "Riddle of the Ring" always make me smile.  If you want to learn more about I.C.E.'s Middle Earth in White Dwarf #58 from the same month and year as this Dragon.

Did anyone play an Incantatrix? I am curious to hear your experiences.