Showing posts sorted by relevance for query dragon #114. Sort by date Show all posts
Showing posts sorted by relevance for query dragon #114. Sort by date Show all posts

Thursday, October 29, 2026

This Old Dragon: 40 Years of the Dragon #114 Witch

 This October marks the 40th anniversary of the publication of Dragon #114. All year long, I have been waxing nostalgic about my gaming experiences from 1986 and how they set the tone for the next 40 years of my gaming life. I have also spoken at great length about the witches who have shared those gaming experiences with me over the last four decades. 

So I would be remiss if I didn't mark this particular anniversary as something important.

Dragon #114 and the Witch

But the question is, after spending so much time with the witch and this particular issue of Dragon magazine, what do I have left to say?

Turns out, more than I thought.

The Witch on the Page

I have already talked at length about how my understanding of witches and witchcraft grew out of my love of stories about witches, as well as historical documents, and modern occult and New Age interpretations of the witch. So seeing her in the pages of Dragon was exactly the sort of thing I had been looking for at the exact time I was looking for her.

Now, I had been working on my own witches for some time before this issue came out. Some of my earliest surviving notes date back to 1982 at the latest (could be 1981 even, but 82 is a safer bet). But Dragon #114 showed me something bigger than what I had been putting together in my haphazard collection of notebook pages.

This was a complete class.

Based on Ronald Pehr's Witch in The Dragon #20, Bill Muhlhausen created the original witch class, with Kim Mohan and Tom Moldvay revising the version in #43. Roger E. Moore expanded and revised it for #114, with Karen Martin, Robin Jenkins, and Kim Mohan editing.

Beyond the name, beyond the mechanics, and beyond the particular choices made in its design, the Dragon #114 witch taught me something very important.

The witch, as a class, could work.

Maybe not exactly the way I would have done it, but that was part of the lesson, too.

There was one thing about the Dragon #114 witch I never quite agreed with. She was presented primarily as an NPC, and the editors warned she might be too powerful for regular player characters. There was an implication that this character, while maybe not 100% evil, was certainly up to no good (or even good, for that matter; yes, there is a distinction).

But I wanted to play a witch, not just fight one.

I had already been thinking about witches as characters who could be heroes, villains, or anything in between. Their relationship with magic made them witches, not their alignment. And I certainly wasn't interested in limiting my witches to being somebody else's adversary.

That was another lesson I took from Dragon #114. Just because the designers had one particular use in mind didn't mean their rules could accomplish only that. 

I knew the class was capable of more.

"Me and Thee"

The witch I was building and the Dragon #114 witch had many similarities. While I marveled at that back then, the reasons turned out to be largely mundane and practical. We were all reading the same books.

Back in Dragon #43, Tom Moldvay pretty much spelled this out in his revision of the witch class, which would eventually form the basis for the version in #114.

I detailed that here: Tom Moldvay on Witches.

Moldvay outlined six things he felt a witch class needed: herbalism, fascination or charm, a combination of clerical and magic-user abilities, sympathetic magic, secret religious practices, and powers tied to nature and the changing seasons. When I revisited his article in 2011, I added two more things I felt were essential: covens and ritual magic.

Looking back now, I find it remarkable how many of these ideas were already in my notes, even if I hadn't yet figured out how to turn them into workable game mechanics.

Among other things, we agreed that the witch should have a combination of clerical and magic-user spells, though I originally had my witches avoiding flashy magic and spells that did a lot of damage. So, no fireballs. I wanted witches to have magic that was more subtle, more personal, and often more frightening. Curses, charms, divinations, transformations, and magic that could affect people without necessarily blowing them up.

I already had the idea that witches could have healing magic, but never to the degree that clerics did. Herbal healing, potions, and magical cures all seemed perfectly appropriate. A witch should be able to tend to the sick, heal wounds, and perhaps cure certain ailments through her knowledge of herbs and magic. But she should not replace the cleric in an adventuring party. Maybe at low levels she could be a stand-in, but never once the real combat started. ETA: I am reminded of a scene in one of my Jackson playtests where Candy, the "thief," is a better healer than my witches.

Also, under no circumstances would a witch have a Raise Dead spell.

This was something Moldvay's discussion helped me articulate more clearly. The witch's relationship with nature and the seasons also meant a relationship with the cycle of life, death, and rebirth. Bringing someone back from the dead in the same body seemed to violate that cycle. Reincarnation, however, was another matter entirely. That fit the witch's worldview much better. Death was part of nature, not just another condition to fix with enough magical power.

The High Secret Order (HSO) spells were great, and many of them fit right into what I thought witch magic should be. I just had a group of spells I originally called "witchcraft" and later "hex magic." My witch was more focused on occult powers and familiars.

Sympathetic magic mattered most to me. The idea that a witch could use a lock of hair, a personal possession, a poppet, or some other object connected to a person to work her magic felt much more appropriate than simply pointing a finger and casting a spell. A witch's practice of magic should feel different, not just in the spells she can cast.

In my 2011 post, I suggested that clerics rely on faith, magic-users on intellect, and witches on personal connections and magical correspondences. A wizard might regard such things as unnecessary props, but to the witch they are part of the magic itself. This also gives the witch something distinctive to do in the game. She might need to gather ingredients, prepare a charm, or perform a ritual before a spell can take effect. These are not just trappings, this is good roleplaying.

Herbalism and alchemy were also natural fits. I had long associated witches with herbs, potions, and strange concoctions bubbling away in cauldrons. But there was also a practical design question here. How much healing could I give the witch before she started replacing the cleric? How much magical power could I give her before she became just another magic-user?

I asked these questions in 1986, and I still ask them when designing witches today.

The power of fascination was another interesting idea. Witches in folklore and fiction have always been able to beguile, charm, or otherwise influence others. Morgan le Fay and Circe came to mind, along with countless other witches from stories, television, and movies. I liked the idea of this being more than another charm spell. It was part of what made a witch a witch.

The religious aspects of witchcraft were a little more complicated. Moldvay drew on historical and anthropological interpretations of witchcraft, including Margaret Murray's work. Murray's theories about a surviving, organized pre-Christian witch-cult have long since been discredited, but they were enormously influential on twentieth-century ideas about witches, including modern Paganism and fantasy fiction. Not to mention, great for my gaming ideas.

Like Moldvay, I drew on many of those same sources. But I was also interested in the idea that a witch's relationship with the supernatural differed from a cleric's. A witch might honor gods and goddesses, work with spirits, bargain with supernatural powers, or call upon something older and stranger. Her magic could be spiritual without working the same way as clerical magic.

This eventually became an important part of my own ideas about Patrons and how witches gain and use their powers.

The two things I added to Moldvay's list in 2011, covens and ritual magic, were also missing from many early attempts at witch classes.

Witches working together are a fixture of folklore and literature, from the Weird Sisters in Macbeth to the witches of modern television. I wanted covens to mean something mechanically. Maybe three witches working together could accomplish something none of them could do alone. Maybe certain spells required a coven, or their effects grew stronger as more witches participated.

Ritual magic went hand in hand with that. Not every spell should be something a witch could cast in the middle of combat. Some magic should take time, preparation, special ingredients, and perhaps the right phase of the moon or time of year. That sort of magic was often much closer to the witchcraft I had been reading about than anything in the Player's Handbook.

Of course, these ideas weren't all fully formed in 1986. Some were little more than margin notes, or, more often, on paper bookmarks, and others were things I wouldn't find good mechanical solutions for until much later. But the foundations were there.

And that brings me back to Dragon #114.

The witch in those pages wasn't my witch. I would have handled some spells and abilities differently, and I wanted to explore ideas the article never touched on. But that was perfectly fine.

What mattered was that we approached the same problem from similar directions, used many of the same sources, and found that a witch could be something different from either a cleric or a magic-user.

Not necessarily better or more powerful. Just different.

There is a line from one of Larina's binding rituals that goes, "I bind you to me, and me to thee. I bind us with the power of three times times."

I think that fits well here. My witch and the Dragon #114 witch were never quite the same, but they have been connected for forty years. One influenced the other, and my own understanding of both has changed over time.

And I suspect that neither of them is quite finished with me yet.

"Larina" by Djinn

"If Anyone Falls"

Of course, I can't talk about Dragon #114 without talking about Larina.

I have already gone into great detail about her origins and evolution in my Mirror Mondays: The Witches of 1986 post back in July. I don't want to repeat all of that here, but something about her relationship with this particular issue of Dragon is worth exploring.

When I created Larina in July 1986, she was a witch in concept but a magic-user on her character sheet. I had my own witch class in various stages of development, but it was hardly complete. So she was a magic-user, with the understanding that she was really something else. I have a rather distinct memory of saying "I am going to play her like a witch." She wasn't the first; hell, she wasn't even my fourth witch character (well, maybe my fourth), but she was the one I explicitly called a "witch."

When Dragon #114 came along, I immediately made her a magic-user/witch. Suddenly, there were rules for something I had been trying to represent for years.

But I didn't quite appreciate then how much those rules would change the way I thought about her.

She wasn't simply a magic-user who happened to call herself a witch anymore. Her witchcraft was something distinct, something she could study and practice alongside her more conventional magical education. That distinction became part of her story.

And more importantly, it made me think about what she could do that other characters couldn't.

Larina was never going to be the most powerful combat spellcaster in the group. That wasn't what interested me about her. I wanted her to know things. I wanted her to understand the strange and mysterious, to recognize a supernatural threat when others couldn't, and to know what to do about it.

The witch class helped me explore that. But then something interesting happened.

Over the years, as I kept working on my own witch classes and playing others (Bard Games, Mayfair, AD&D 2nd ed), Larina became a kind of measuring stick for them. I could look at a new version of the witch and ask myself, "Can I make Larina with these rules?"

It was a useful question, even if it wasn't always fair. After all, not every witch should be Larina, and I'd created plenty who were nothing like her. But she represented a particular understanding of what a witch could be, and if the rules couldn't support that, then I wanted to know why.

In 1986, I was adapting Larina to fit the witch class in Dragon #114. Forty years later, I often evaluate witch classes by how well they represent her. 

So, somewhere along the way, the relationship had reversed.

And that brings me to something else.

The witch in Dragon #114 was a collection of rules. A good collection of rules, one that influenced me enormously, but rules nonetheless. Larina was the character who lived with the consequences of those rules.

She gained experience, learned new spells, met other characters, developed relationships, changed her beliefs, and survived campaigns that sometimes ended long before I wanted them to.

She eventually became a character I could play in games that had no witch class at all. The mechanics changed, sometimes dramatically. But I still knew who she was.

This taught me something about character classes that I don't think I fully understood in 1986. A class needs to be more than a collection of powers and abilities. It should help players create a particular kind of character, one with a recognizable identity and a place in the game world.

And if it does that well, the characters it helps create might eventually become something larger than the class itself.

That certainly happened with Larina.

Forty years ago, Dragon #114 helped me figure out how to play her.

Forty years later, she is still helping me figure out how to write witches.

Thursday, July 9, 2026

This Old Dragon Retrospective: The Road to the Witch

 Larina is a Dragon Magazine witch. But not in the way that you might initially think. 

My witch class and Larina went through many design phases and had many influences, as I have talked about here, but the truth of the matter is her genesis and my witch class's evolution owe a lot to the pages of Dragon Magazine, all long before Dragon #114 landed on the store shelves and ultimately my gaming table. 

Select Dragons from the Brannan collection

So for today's "This Old Dragon," I am not going to do a deep dive into one issue, but rather the issues between Dragon #85 and Dragon #114, 1984 to 1986, not just some of my prime AD&D playing years, but when I did the most work on my various classes.

Since this is also a bit of an "In Search Of..." post in tone and flavor, I'll explain why this search is important to me.

Now, keep in mind, I did not read every Dragon when I got them and think, "What can I add to my witch?" I *DID*, however, read each new one and thought, "What can I add to my game?" As it turns out, I found the articles on magic, clerics, and new monsters the most useful. 

Now I did go back when I got my Dragon CD-ROM archive and look specifically for witch-related and witch-adjacent material. But that was in the 2000s. It helped inform my Basic Witch, but a lot of those concepts were already present in my earlier works. It was, however, a wonderful bit of archaeology. 

Class is in Session

To refresh everyone's memory and to set the stage from 1983 to 1987, I was in high school in Jacksonville, IL (no, not Jackson...exactly). During this time, I played in a regular group where I took turns on DM duties, usually about half-and-half. I had been working on a few new classes: The Healer, The Sun-Priest, the Necromancer, and The Witch. I saw each as related classes where clerical and wizard magic were blended. The Healer never really manifested the way I wanted, though I have played a few healers from the Werper family. The Sun-Priest eventually found life as an AD&D 2nd Edition Kit, and, using the rules as written, I have played some Sun-Priest-like characters in both D&D 4th edition and D&D 5th edition. Again, usually members of the Werper family, often sister-and-brother healer-and-Sun-Priest teams. The Necromancer finally found some life as the Profane Necromancer in my Monster Mash book. 

The witch, however, has been my runaway success. When I got the above classes into a playable state, each had what we would call today an iconic character. There was Celene the Healer, younger sister of Johan II the Sun-Priest and Paladin. The Necromancer was Magnus, and, really, the most unassuming of them all was Larina the witch. Of the four, she went on to true immortality here.  I suppose, though, the writing was all there. Luna Mondgott, Johan's and Celene's mother, was played as a witch using Cleric rules, and Johan's wife, Cara, was played as a witch using Illusionist rules. The witch was more or less inevitable for me.  

But the form it took was not. 

So let's look at one factor that shaped the class, and the character: the pages of Dragon Magazine.

Dragon #85 -May 1984

Why am I starting with this one? Good question. This is the first Dragon I ever owned and used regularly. It was in the pages of Dragon that I saw additions and changes to rules. They were not set in stone; they could be changed. I had already created many new monsters by this time, and the idea of new classes seemed not just reasonable, but actually required.

Dragon 85 was where I saw this. This issue gave me the highly valued Cleric Collection. Clerics were my main class of choice, and I played them less like holy men and more like occult scholars. So, less fighting, holy man, and more Van Helsing. 

This is also the first time I saw an ad for the Witch Hunt game.

Dragon #86 - June 1984

Gods of the Suel Pantheon and the Dragon Deities helped me rethink what gods could be in D&D terms. This issue also gave me new familiars to consider and the idea that they were not just a special pet. The article wasn't perfect, but it was a good start. The Ecology of articles were always great because it made me feel like there were "monster naturalists" in the various worlds studying these creatures.

Dragon #87 - July 1984

The big one here is the Ecology of the Dryad. I know this was a catalyst and one of the reasons why Cara and Larina are both redheads; Red hair = magic. The review for Stalking the Night Fantastic and the ads for Chill made me realize that horror in RPGs was a good option.

Wee Jas
Dragon #88 - August 1984

This is another important one. We got Wee Jas ("Wee Yas" or "Ouija") as the Witch Queen, Goddess of Witches and magic. Plus she looked great. THAT was Larina's look for a long time. How could I have not fallen in love with her? And she is Lawful Neutral. The same alignment Larina is to this very day. I may not have known all my witches yet, but I knew who their goddess was. 

Dragon #89 - September 1984

Very helpful article in Many Types of Magic since it shows already that many types of magic are already baked into the system; it is just a matter of finding a spot for witchcraft. The ads for the Time-LIFE Enchanted World prominently feature their first book, Witches and Wizards, which gives witches legitimacy in the pages of Dragon. 

Dragon #90 - October 1984

This features the witch-coded Incantatrix. The name is related to Enchantress, and her ability to steal spells gives her a witch-like feel in a world already filled with wizards. I tried Cara out as an incantatrix for a bit, but didn't care for it for her, and she went back to being just an illusionist. Dragon is certainly circling around a witch-shaped center of gravity for me. Speaking of charm, this issue also has the definitive list of creatures that can be subject to the Charm Person spell. 

Dragon #91 - November 1984

We go darker here with a new demon from Gygax and more devils from Greenwood. Certainly material for masters of the occult.

Dragon #92 - December 1984

Double hit again from the Gygax/Greenwood tag team. Gary has more to say about clerics and I am all ears. This helps me figure out things for my clerics and paladins and ultimately my healer and witch classes. On the other end of the magic spectrum, Ed gives us more spells and has the audacity to introduce me to the Witch The Simbul without explaining anything else about her! 

Dragon #93 - January 1985

Real-world witch hunts come to D&D as told in Gary's “Thinking for Yourself.”  In fake worlds, “The Making of a Milieu” gave me strong advice about building a world where witches would live. This article, along with the two organization articles for Top Secret and Gamma World, gave me something I could build for Chill right away. Which in turn gave me more for D&D and witches. 

Dragon #94 - February 1985
Dragon #94 - February 1985

The fiction section featuring Baba Yaga is a great addition to my witch mythos. Not a lot ton of information, but enough. The Ranger revisions also show me that classes don't have to be a static concept.  

Dragon #95 - March 1985

This one is useful as a perspective issue. Tolkien, Forgotten Realms material, non-combat experience, magic-item creation, and the religious response to RPGs in the form of DragonRaid, all feed the broader question of what fantasy gaming is allowed to be. The Denis Beauvais art for the fiction, Desperate Acts, gave me a character who was a contemporary of Larina and part of the same adventuring group. 

Dragon #96 - April 1985

I have to say, I never had much use for Dragon’s April Fools issue each year. This one was no exception; there was little in it of interest to me for the witch class, or to Larina in particular. The only thing that stands out is the FASA Star Trek vessel Ginny’s Delight. Which I low-key loved. It may not have a direct bearing on the witch, but then again, my reading and gaming habits were not so easily compartmentalized. Whether it was fantasy, horror, the occult or superheroes, I did not see them as distinct categories. The starship is part of the same milieu as all the other science fiction, and the like I was into back then.

Dragon #97 - May 1985

Another Pages from the Mages article. The implication here is that wizards are dynamic; they research, they record their work. And spell books are treasure, maybe worth more than gold by weight. 

Dragon #98 - June 1985

If nothing else, this issue reminds me that we are not, and certainly were not, bound by books. There is a lot of talk of playing RAW and rules orthodoxy these days; back then, that is not at all how we did it. There was a lot of experimentation. The “Creative Magic Items” article reminds us of this. 

Dragon #99 - July 1985

This issue covers Unearthed Arcana, and how it will change AD&D. This is a sign to me that AD&D IS a game that can evolve. The Neutral point of view helped me figure out how to play a Lawful Neutral witch when, say, a chaotic Neutral one would have been easier.  

Dragon #100 - August 1985
Dragon #100 - August 1985

Classes are on Gary's and Frank Mentzer's mind with the Druid-Ranger, which seemingly breaks the rules. Well, if it is good enough for these two, who am I to argue? The Forum reminds me, though, that there are still people who refer to additions and changes to rules as "illegal."  

"City Beyond the Gate" showed me something I already knew in theory, but this was great in practice; that AD&D is not confined to the quasi-medieval world. Now I remember playing this adventure; I remember many of the characters in it: Johan II, Nigel, and I know Larina was not there.  Too bad; she would have loved it. Marvel-phile gave a strong write-up in Dr. Strange and was a good model on what I wanted for my witches. The variant magic system was also quite fascinating. 

Dragon #101 - September 1985

The biggest draw for me here is the Creature Catalog III with some witch-adjacent monsters. "Sorry, Wrong Dimension" from Mike Manolakes covers alternate realities, a feature that would be important to Larina's many futures. 

Dragon #102 - October 1985

I have not done this one for a "This Old Dragon" because I don't have a copy anymore. This one does include some items I considered important, but not in the typical way. Ads for The Complete Spellcaster and Elvira/Chill had my attention. The "Valley of the Earth Mother" was good, but not one I ever ran.

Dragon #103 - November 1985

A look into the future here. Gygax discusses future editions of AD&D and the game's evolution. The article on the saurians catches my interest, but not for the witch. 

Dragon #104 - December 1985

The articles on the thief class are interesting and showcase the class beyond the charts and numbers. I will use similar logic to pull the witch further away from her "magic-user" roots. 

Dragon #105 - January 1986

Our first issue of 1986. I mention here that I recall January 1986 starting out really cold. I recently took these memories to help form a new Jackson, IL adventure featuring my frozen misanthrope, The Refrigerator, but more on that later.  "Seeing is Believing" by Geoffrey Meissner covers different types of invisibility. While this had immediate uses for my witch class, it served my DM and his Riddlemaster/Adept psychic classes even more. The magic in our worlds stopped being a monolith and became multiple expressions. 

Fraser Sherman's "A world of difference: The parallel concept expands gaming horizons" was the right thing at the right time for me, as I was really exploring the idea of parallel worlds at the time. This was the height of DC's "Crisis on Infinite Earths," so we really made extensive use of these ideas. Larina would later be in contact with some of her alternates via her Mirror, or "Shards," as I now call them. 

Dragon #106 - February 1986

Issue #106 matters to me because of "A Plethora of Paladins." That article showed that the paladin need not exist only as a single lawful-good archetype with an evil mirror image. There could be variations. There could be holy warriors shaped by alignment, ethos, patronage, and worldview. For someone building new classes, that is an important lesson. It says the game's iconic roles can be opened up, examined, and rebuilt.

That matters to the witch because the witch was never just meant to be the "distaff magic-user" or the "evil cleric" or the "NPC spellcaster from a fairy tale." She needed her own space and reasons to grow. Sure, I never used a lot of these paladins; I was pretty happy sticking to the Lawful Good ones and my single Anti-Paladin NPC, but I was thrilled to see them. 

"The Laws of Magic" and "Casting Spells for Cash" both feed into the idea of magic as something with rules, culture, economics, and social consequences. That connects nicely to Larina's earliest personality: a witch pretending to be a wizard-in-training. She is not merely learning spells. She is learning how magical society works, what it expects, what it permits, and how to pass inside it while being something slightly different.

Dragon #107 - March 1986
Dragon #107 - March 1986

I have not reviewed this one yet, but it is sitting here next to me. I will get into it in detail in a future This Old Dragon, but the artifact from this one is a reference to Laurana from Dragonlance. That matters because Larina’s name almost certainly owes something to Laurana. Did I get the name from this issue? Probably not. It is much more likely that it came from reading the Dragonlance novels themselves years before. But #107 shows the name, or close enough to it, was in the air at exactly the right time.

This is one of those small pieces of character archaeology that I can't prove, but that's too interesting to ignore. Larina was not named Laurana, but the resemblance is obvious, and the timing is right. Somewhere between Dragonlance, Dragon Magazine, and my own teenage need to make the character mine, Laurana became Larina. In truth, Sinéad owes her overall look and part of her history to Laurana. 

Dragon #108 - April 1986

I would not call Issue #108 a major witch issue, though "Cantrips for Clerics" is an entry worth a mention. I had come to view divine and semi-divine spellcasters with more variety in mind than the run-of-the-mill cleric; one could see that same design impulse at work in the healer, the sun priest, the necromancer and the witch.

Clerical cantrips suggested that even minor magic could help define a caster’s identity. There is no need for every effect to be a miracle or some purpose for the dungeon or the battlefield. A few well-placed blessings, charms, and practical bits of magic speak volumes about how a character stands in relation to the supernatural.

This applies to witches as well. It is not enough for a witch to be judged by her top-tier spells; she must have that quality in her minor workings, too. Hedge witches need recognition as well and need to work into my systems of magic.

Dragon #109 - May 1986

While I can easily point to Dragon #114 as a major issue for the witch, issue #109 might have been more influential. While I had a fairly good grasp of the math behind XP per level values, Paul Montgomery Crabaugh’s "Customized Classes" becomes the article where I can test my ideas. It was a pivot point in my home games. I created the witch, healer, and sun-priest XP values that spring. My DM Grenda used it to create his various Riddlemaster/Adept classes. That summer was spent playing and playtesting a lot of new classes. This article showed me not just that I could build a witch, but I could build a good one. 

The Barbarian Cleric by Thomas Kane even gave us a shaman-like class. Great for my ideas on what a primitive witch could be. 

Dragon #110 - June 1986

The Cult of the Dragon was a HUGE influence on the development of cults and heresies in my game. In fact, my very first notes on what would become my Scaled Sisterhood Witchcraft tradition were written down here. Ed also gives us some more background on Elminster himself and some spells.

The Norse Myth articles gave me Angur-boda, Grid, and Gullveig. All described as witches and all of whom have played some role in my writings and development. 

Dragon #111 - July 1986

The magic focusing items grabbed my attention right away, and certainly West Haven owes a little bit to the magical city Malachi. 

If DC was dominated by the Crisis on Infinite Earths at this time, Marvel had their Phoenix Cycle. Phoenix gets a write-up from Roger E. Moore and later on Supergirl gets one as well from Greg Gordon. Why are they important, well both are described as two of the most powerful beings in their respective universes and both to a degree had impacts on my later game writing in particular the work I did on Buffy the Vampire Slayer. 

Dragon #112 - August 1986

I just covered this one last week. The big thing for me was that this was the first issue that let me know there had been a witch class in the pages of Dragon, and I was not creating something that no one would want.  I would need to wait for Dragon #114 to see it, but that was only a couple of months away; it wouldn't be until I picked up Best of The Dragon (Volume 1) that I saw the witch from Issue #5. And it would be even longer before I got the Dragon Magazine CD-ROM collection and then saw the witches from issues #20 and #43.

By the time Larina appeared in my notebooks in July 1986, most of the ingredients were already there. Dragon #112 showed me the magazine had older witches in its own past, and Dragon #114 gave me the first Dragon witch class I actually had in my hands.

Dragon #113 - September 1986

The last issue before the witch. The cover alone was enough for me since the swordsman reminded me of my Johan III character.  "Clout for Clerics" is a good article for expanding the Cleric's role and giving them some followers.  James Yates gives us lesser clerics and man-at-arms followers for clerics and explains why, out of all the classes, they should have them. I expand on these ideas for covens. 

There is also a great article on Hades. 

Dragon #114 - October 1986
Dragon #114 - October 1986

And here she is. I have said so much about this particular issue that I am at a loss as to what more I need to add. So, here are some links to things I have already said, including Larina's involvement.

The Larry Elmore art of the "enchantress" became my stand-in art for Larina for decades. While this was the first Dragon Magazine witch I read about (like many others) it was not their first, nor as you can see from above, the first time witchy topics were discussed in the pages of Dragon.

In retrospect, there is an inevitability to Dragon #114. Not because TSR was always going to publish a witch class, but for over two years I had been reading in that direction. The magazine had put before me its share of god-bound clerics and odd familiars, goddesses of magic and spellbooks with a past, not to mention alternate and custom classes, the monsters of folklore, parallel worlds, magical cities and the sort of horror that lingers at the periphery of fantasy. Come October 1986, the pieces were all laid out on the table; I picked them all up and reassembled them into something more Larina-shaped. 

Larina's Character sheet from October 1986

Special Mentions

While these do not fit inside the publishing window for the most part, I would be remiss if I didn't bring up Best of Dragon vol. I, II, and IV.

Best of The Dragon

This first collection reprints the witch from The Dragon #5. Great little bit of archaeology and shows that the witch has been haunting the pages of Dragon (and D&D) since the very beginning.

Best of Dragon, Vol. II

This one gave me the Anti-Paladin and the Healer class. Not to mention two different ninjas. I learned that classes are not a static thing.

Best of Dragon, Vol. IV

This is where I first saw the Death Master NPC class and compared it to my own Necromancer. I liked the Death Master quite a bit, and I actually approached Len Lakofka about it later on. We stayed in regular communication until his death.

Not all of these shaped Larina in particular or even my witches in general, but they did contribute to the environment in which my witches could grow, and Larina could be created and grow. 

That is why I say Larina is a Dragon Magazine witch, but not because one article created her. Dragon gave me permission, examples, arguments, monsters, spellbooks, gods, and the idea that classes could be built, tested, changed, and made personal. Dragon #114 gave me a witch. The previous two years helped make sure that when I finally found her, I already knew what to do with her.

Monday, April 1, 2024

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986
"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe Fua
Larina by Gabe Fua
Larina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)

Saving Throws (base)
Paralyze/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic
9th Level: Use all-magical items
10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals
Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse
Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, Shock
Fifth: (1) Oracle
HSO: (1) Prismatic Spray

Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


Friday, July 4, 2014

Skylla: Dragon Magazine #114

The first witch class that many people remember the best is the very good Dragon Mag #114 version.
It was the first one I remember seeing and using.  Chances are if you ran into someone playing a witch anytime after 1986 then they were using this class.  Interesting that it was designed as an NPC class.
It was another update to the venerable witch from Dragon Mags #5, #20 and #43.  While issue #43 had a great deal of information, Dragon #114 is known for the art. There was controversial cover and the use of Larry Elmore art as one of the witches.   It was this issue that set the desire in my mind to have Elmore art in one of my books one day.

Like issues #5 and #20, Skylla seems to be a good fit for this witch.  Like those witches the prime abilities for this witch are Intelligence and Wisdom.   Charisma is still important since it determines the witch's starting gold.
The amount of magical powers this witch gets is much less though.  Some the power don't really make a lot of sense, like a find familiar ability at 10th level.
Spells are more inline with the other spell casters.
Like most AD&D spell casters the witch starts out weak, but soon grows to be very powerful.  Maybe too powerful for some games to be honest.

Skylla from Dragon #114
Again I am making her 7th level.  If I had to name a Tradition for her it would absolutely be the High Secret Order Tradition.

Not exactly Skylla, but really close
Skylla, 7th Level Witch "Mystic" (Dragon #114)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14* (bonus 2 1st level spells)
Wisdom: 13*
Charisma: 12

Hit Points:  20
Alignment: Neutral Evil
AC: 4 (Ring of Protection +1)

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic

Spells 
First: Charm Man I, Darkness, Detect Poison, Give Wounds, Light, Magic Disk, Sleep
Second: Detect Invisiblity, Locate Object, ESP
Third: Calm, Lightning bolt
Fourth: Levitate

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, Skull of Death**

Of course I am pleased with this build but that is no surprise.   I played a "Dragon 114" witch till she was about 10th level and then rolled up a "Mayfair Witch", but that is a post for another day.

Wednesday, November 6, 2019

Reviews: DMs Guild Picks

Been spending some time on the DMSGuild to see what sort of products are there.  In general, I have been a bit underwhelmed.   Here are a few that caught my attention.

Class: Elven Cavalier
I have said before that someone out there picked up Dragon #114 and instead of fixating on the witch class like I did, they fixated on the Elven Cavalier.   Well, that person might be Christopher J. Ferguson.  I will look into some of his other works later, but right now let's focus this.

The PDF is 5 pages and $1.00.  The first thing I notice is that the art is largely taken from The Hobbit movies.  I am not sure what the rules are at DMSGuild, but I am still pretty sure this is a copyright violation.
The background makes it difficult to read in some places and some of the font choices also don't help.  The class is a fairly good replication of the 1st Ed AD&D class from Dragon #114.

From a D&D 5 perspective, I am not sure where this class is supposed to live. It does not seem to be part of the core classes where variants are built like sub-classes.  This could have been a sub-class of the Paladin or Fighter for example.
It's too bad really, I was hoping for more.

Witch Class, D&D 5e (inspired by Dragon #114 witch)
Another one from Christopher J. Ferguson.
This is a 9-page $1.00 PDF with color interiors.
I love the art for this one, but the background image makes it harder to read and difficult to print. He starts with a bit of history of the witch in D&D, but I am not sure if the author knows how far back this class actually goes. That's fine the focus here is on the Dragon #114 witch.

This witch uses both Intelligence and Charisma for spellcasting and is a divine spellcaster. There is a distinction between White and Black magic witches. I like the "A Blessing and a Curse" idea here. It's a nice touch. The witches also get a lot of powers in addition to their spells. Some, like the candle magic powers, really do invoke the memories of the old Dragon Magazine witch. There are even 5 new spells. I had hoped that since this was inspired by the Dragon witch that there would be High Secret Order spells too, but the author did not include those. There are some good ideas here.

I have been reading a lot of scholarly works on myths and legends and I have wanted to see more from a Shaman class.  Here are two.

The Shaman - A New Take
From A Point of Inspiration, this PDF is full color and has 9 pages. It is Pay What You Want with a suggested price of 50 cents; it is worth more than that.  This is presented as a new full caster class with two archetypes, the Witch-Doctor and warden.
The class is good, but could use a little more detail, even a little history would be fun.  Even at twice the price it is still good.  There are new powers, but no new spells.
This class has spellcasting foci, like a fetish or idol, which gives it a nice feel. Wisdom is the spellcasting ability. This class also has some spirit based powers that are interesting. The relationship here is similar to the cleric and druid is similar to the Sorcerer-Wizard-Warlock one. I think I would have liked to have seen this class use something more like the Warlock style spellcasting to be honest, but what is here works fine. IT's a good class, but I am left want more.
The PDF is nicely designed and it looks like a fun class to try out.

Shaman Class (5e)
Another Shaman class, this time from Michael Wolf.  This is also PWYW, with a suggested price of $0.00.  It is worth a lot more than that.  The book is 17 pages.
This is a pretty full class with new archetypes, a new type of magic including using spirits, and a few new spells.  The book is pretty well researched and because of that this Shaman is a much fuller class.
This one does fill that "Warlock" niche for divine spell-casters.
If you want to try out a Shaman class then this is not just a great choice, it is one of the better products I have grabbed at DMSGuild recently.






Thursday, October 21, 2021

This Old Dragon: Issue #43

Dragon Magazine #43
It's October and that means horror here at the Other Side. It also used to mean horror in the pages of Dragon Magazine.  While the horror-themed issues would not start in earnest until the mid- and late-80s, this little gem of an issue was released in November of 1980.  

Let's put this all into context.  Holmes Basic was the D&D people were going to now to get started. AD&D was about to hit its highest levels of popularity.  The famous Moldvay Basic set was still a year away from publication.  Personally, I had just learned of the Monster Manual a year before and had gotten my hands on a shared copy of Holmes Basic that had been making the rounds.  I can vividly recall riding my bike to the burned-down Burger King in my neighborhood thinking it would make a great dungeon.  Ok. I was 11.  I wonder how things might have been different if I had gotten ahold of this issue before Dragon #114 (for reasons that will be obvious)?

But let's start at the beginning and that is November 1980. Queen's "Another One Bites the Dust" is the #1 song on the radio.  The Awakening is the number one movie and on the stands is issue #43 of This Old Dragon.

One of the real joys of reading any old magazine, and reading Dragon in particular, is seeing all the old ads.  

Ral Partha
Ral Partha, a huge favorite, is up with some of their boxed board games. Here we see one that would vex me for years, Witch's Cauldron.  I mention it more below, but here is the start of what would become my "Traveller Envy."

A couple of things I noticed right away.  One, I tried reading "The Dragon Rumbles" a couple of times and I still am not sure what it was trying to tell me.  Maybe it's because I am tired.  The second one of the featured artists in this issue is Ed Greenwood.  He really was doing it all.

The grinning hag cover art was done by Ray Cioni, a Chicago artist and we are told there are more color pages in this issue of Dragon than any other.  This includes the witch art from Alan Burton and pages of Wormy and Jasmie from Tramp and Darlene respectively.

Out on a Limb covers the questions of the time. Where can I get a copy of Issue 39? Do Angels have psionics? It is continued later in the magazine. Breaking up longer articles was more common then.

Our main feature is Brewing Up A New NPC: The Witch.  This is an update to the witch found in issue #20. Though the presentation is better here.  There is a lot here to unpack.  This article is written by Bill Muhlhausen, revised and edited by Kim Mohan and Tom Moldvay.  The witch here is very similar to the one found in Dragon #114.  Again, we get Low Order Witches limited to 16th level and High Order Witches limited to 22nd level.  I wondered if this was related to the 22 level cap found in the Greyhawk supplement.  The class reads through much like that of #114 and I am hard-pressed to find the exact differences. The article covers several pages.  I have had a fairly poor photocopy for years in my research binder. It was a thrill to finally read it again, this time with color, on the Dragon Magazine CD-ROM.  Now I have a print copy.

The Witch

 The true gem for me is The Real Witch: A Mixture of Fact and Fantasy by Tom Moldvay.  This article covers what a witch could be in D&D.  It is only half a page but is punching way above its weight class and I reconsult it often.  With Holmes' "promise" of a witch class and Tom Moldavy Basic about to rock my world in just one year's time, I have often (and I mean all the time) wondered what a Basic witch might be like as penned by Holmes or Moldvay.   I have mine, but they are my witches, not theirs. Especially a couple of scholars like them.

Jake Jaquet is next with the Convetions 1980 report.  It was a pretty good year for cons.   Speaking of which Dave Cook reports from Gen Con XIII with Survival tips for the Slave Pits.  And a report on the winning Dungeon Master of the tournament play, in  He's the top Dungeon Mentzer with none other than a very young-looking Frank Mentzer.

Sage Advice covers some AD&D questions that really are new.  A brief article on D&D in Germany from a West German player.  West German, I have not had to write that in a while. 

There is a six-page questionnaire/survey to determine how good of a DM you have.  It is more of a self-guide to help the players figure out what their DM is or can do for them.  It is a tool for discussion, not actually dissimilar to the RPG Consent list.  The difference lies in who should have the supposed power in this structure.  

Len Lakofka is up with his Leomund's Tiny Hut discussing Action in the Meele Round. It is always nice to go back to these and read not just what the official interpretation of the rules are/were but what were the areas where they were ambiguous.  41 years and 4 other editions later we lose track of these things.

We get some more color with the Dragon's Bestiary.  Not only color but Erol Otus art at that.  One of the "monsters" is an Amazon.  This is not the first time we get a witch and amazon connection. There is art in the OD&D books of a "Beautiful Witch" and an Amazon together.   It is one of the reasons I like to include Amazons in my witch books.  Both for the Cult of Diana and the duality of magical and martial qualities.   

Dragon's Bestiary

I didn't find the other two monsters, the Tolwar and the Lythlyx to be as interesting. Though I did find the Ed Greenwood art credit. He created the text and art for the Lythlyx.

Philip Meyers discusses illusions in Now you see it . . .but is it really there?.  I wonder that if Dragon #43 had been my first Dragon about witches and not #114, would my witches today have more illusion spells?

Ad for the 1981 Days of the Dragon calendar. If you can find one it will work for 2026 as well. 

For our big center-piece is a Traveller adventure called Canard from Roberto Camino. I have read through it a couple of times and it looks fun. I might need to use this Summer of 2022 when I plan my big outing for Traveller.   

Speaking of Traveller.  The reviews section is next and Roberto Camino is back reviewing the latest Traveller product Azhanti High Lightning in Azhanti: Almost too Creative.   This is likely the start of my Traveller Envy.  This was popular among the "older kids" that played Traveller a lot and it just looked so cool to me. It's a game all by itself AND it is a supplement to the main Traveller RPG.    

Douglas P. Bachmann reviews SPI's DragonQuest.  While he is not a fan of the ad copy hyperbole, he does make me want to try out this game even more.  Though we are warned that with the supplements then planned that DragonQuest could end up costing you $94 to #98 to play. A very expensive game!

A reminder of our forebears is next from Bryan Beecher in the next in his series of Squad Leader articles, #5: The Fall of Sevastopol. This one deals with a battle between the Russians and Germans in the late Spring of 1942. The DM I would meet the very next year was WAY into Squad Leader and tried to get me to play a few times.  He drifted away from RPGs eventually and even deeper into Wargames and Reenacting.  Not my bag, but I could see how he enjoyed them.  This was the DM that ran me through the Slave Lords series years ago. 

An opinion piece is up from Larry DiTillio.  The same that worked on He-Man and She-Ra as well as the Masks of Nyarlathotep.  The article, Apples, Oranges, Role-playing, and Morality, replies an article (in Dragon #39) by Douglas P. Bachmann on morality in fantasy. This article works on the premise that Mr. Bachmann did not truly understand the game worlds and the responsibility of DMing.  It's hard to evaluate this response without reading the first, but there are some interesting takeaways. There is room in AD&D (and other RPGs) for both DiTillio's world and Bachmann's.  As AD&D  game progresses with a good DM there will be other solutions to deal with problems other than with "the sword" (Witchlight is a good modern example).

Hate Orcs? You'll Love this Campaign by Roger Moore details his ideas for an all dwarven game in AD&D.  Now this might strike newer players as odd' not because of the all dwarf nature, but because back then in AD&D dwarves had class limits making it a different sort of challenge.  For example there were no Dwarven wizards.  While I like the newer versions of the game and can choose any class, I personally still find Dwarven wizards a little odd.  BUT that is not the point of Moore's article. His point is how to make it work in spite of the rule of rule limitations. 

Out on a Limb continues. We get a letter from an "E. Gary Gygax" from Lake Geneva, WI. He addresses an article from Dragon #40 about buffing up undead. This Gary guy seems to know a thing or two.

The Electric Eye covers Four From Space on Tape by Mark Herro. What we have are four different space-themed computer games on one cassette tape. I am not going to be all "well..back in my day computer programs were on cassette tape and you had the CLOAD them before you could play..."  No instead I want to reflect on two things.  First. Wow, have we come a long way!  These game were designed for the TRS-80 Level II Basic on a 16k computer.  16k! As of right now this post is 8.5k and takes up 12K of disc space.  One of my new hardware projects here at home is rebuilding a TRS-80 Color Computer 2 (with a HUGE 64k).  Let's pause a moment and be impressed by how far technology has come since the 80s.   The second point is, wow, companies really were fairly open about their copyright infringement back then.  This cassette has four games, Ultra Trek (Star Trek), Romulan (also Star Trek), Star Wars (what it says), and Star Lanes which was an outer space stock market.

Dragonmirth is next with the comics. In our color section, we get Finieous Fingers, a Wormy, and Jasmine.  The art in Jasmine is so different from anything else here. This is of course thanks to artist, cartographer, and under-sung hero of the World of Greyhawk, Darlene. I think Jasmine was too "adult" for the target audiences of Dragon at the time. Not "Adult" as in nudity (we have a bare ass on page 70, six pages before this) but in content. The art is fantastic, but the story doesn't pull you in, at least not unless you were there in the start.  Sadly Jasmine was cut for space, but I would like to do a retrospective on it someday.

Jasmine by Darlene

Really one of the great issues for me and it captures a time, for me at least, where there truly was no end of the possibilities in sight. 

Minus Issue #5 (but represented my Best Of Vol 1) I have all the published Dragon Magazine Witches.

Dragon Witches


Thursday, May 6, 2021

This Old Dragon: Issue #20

Dragon Magazine #20
This issue has been on my want list for a very long time, well this weekend I finally got a copy and I could not be happier.  My copy is a little worse for the wear, but still I am happy. So let's get right to it!

This issue comes to us from November 1978, exactly one year before I would discover D&D.  The cover is a Halloween-inspired one, and frankly, I think it is great. It has a Ravenloft feel to it, five years early.  It's one of those that rewards you the more you look into it. I can't tell who did it though. I want to say Tom Wham. 

I also should point out that this isn't "Dragon #20" this is "The Dragon #20".  

We learn from Tim Kask's editorial that the price of The Dragon has gone up to $2.00 per issue. Plus they are going to a new printer for color, things look better, but there is a cost.  Out on a Limb is coming back and I guess it was "controversial."  

Up first Marc Miller talks about his game Imperium, described as "1977's Game of the Year."  He gives us a bit of history of how the game was created and it completely invokes all my Traveller Envy.  Marc follows this up with some rules addendums. 

Some reprinted editorials from Gygax; Dragon Rumbles #19. Largely about Gen Con and Origins. Gen Con is expanding and having growing pains. 

Speaking of expanding, TSR is looking for a new assistant to Gary Gygax.  You need to have good typing, spelling, and proofreading skills.  I wonder who got the job?  I have my guesses.

Job ad, be Gary's assistant.

Mike Crane has a nice random table of various Eyes and Amulets for Empire of the Petal Throne. Easily adaptable to D&D of course, if I knew what any of them actually did. 

Nice big ad for Star Trek minis, 75mm versions at $10.95 each. 

Jerome Arkenberg is up with a great one, The Mythos of Polynesia for Dungeons & Dragons.  The format is similar to what we find in "Gods, Demigods, and Heroes."  It is detailed enough for me to do a One Man's God for it but I know so little about these myths. The gods themselves are an interesting lot. Of them all, I knew Pele and Tangoroa the best. 

Wormy is next and in full color. 

Ah. Here is the reason why I bought this issue. 

Another Look at Witches and Witchcraft in D&D by Ronald Pehr.  This article is a sequel to the article from Dragon #5, and the prequel to the ones in Dragons #43 and #114. This one is more detailed than the one found in TD#5.  This one still has the disclaimer of an "NPC Class" but offers it as a potential PC class for some DM's games.   This one also makes the connection that witches are to magic-users as druids are to clerics. The author does point out that a witch is typically neutral although individuals can be good or evil as they please.  They are not Satan/Devil worshipers even if they can summon supernatural assistance. The author points out that Cleric, Druids, and Magic-users can summon the same sort of aid.   He also dismisses the stereotype that all witches are solitary old hags indicating they need to be to work with others and in harmony with nature so a Charisma of 9 is needed at the minimum.

Presented here are 18 levels in OD&D format. They have saves and attack rolls like that of the Magic-user but require more XP, 3,000 points needed for level 2 and it scales on from there.  This witch gains several powers per level as well.  Why making a Bag of Holding comes before the more stereotypical Brew Love Potion I don't know, I do know that even I think this witch is pretty damn powerful.  

This witch also has spells up to the 8th level.  This has always felt right to me as being between the Cleric and the Magic-user.  Even in modern games where every spellcasting class has access to 9th level spells I still like the idea that Wizards/Magic-users have access to greater magics, even above my beloved witches.  She may be limited to "only" 8th level spells here, but some of these spells...damn.  "Destroy Life Level." "Wither," "Circle of Distegreation."  I don't recall if all of these made it forward to issues #45 or #114, but they are some pretty powerful spells. 

The first part covers two pages then it is continued on for a quarter page later in the magazine.  What strikes me the most is not how really overpowered this class is (it was toned down in #45 and #114), or the casual sexism in the presentation ("it provides a very viable character for ladies," it was 1978 after all), but the fact that this was the headlining article and there is no art associated with it. 

This version of the witch is the one I have typically associated with Holme's Basic set. Mostly because they share a publication time. This fits since the witch from The Dragon #5 is very obviously an OD&D witch and the one from Dragon #45 is connected to the Moldvay Basic game. Also because of the time of publication and because Tom Moldvay did a bit of the editing on that version.  This leaves the obvious connection of Dragon #114 with AD&D 1st ed.

I suppose my collection of Dragon MAgazine witches is complete, more or less. I do not have a copy of The Dragon #5, the first witch, but I do have the reprint in Best of the Dragon Vol. 1 which is identical to what was in #5.

Dragon Magazine covers featuring the witch class.

The second reason I wanted this issue, Demonology made easy; or, How To Deal With Orcus For Fun and Profit by Gregory Rihn.  This article also calls back to The Dragon #5, in particular the article on Spell Research in D&D (also in the Best of Vol. 1).  The editor reminds us that the author, Gregory Rihn also gave us a great article on lycanthropy (again, in the Best of Vol. 1) so they feel this is a worthwhile article.  This article is good. It covers the reasons why a magic-user might want to summon a demon in D&D and then how to do it!  Take a moment to breathe that one in. The Satanic Panic was just about to happen.

There is a lot of detail here and a lot of really awesome role-playability.  I mean really if your wizard or witch hasn't tried summoning some evil from the deeper dark are they REALLY living?  There are even guidelines to what needs to be in the rituals (new vestments, items, even sacrifices) and what sort of tasks of the demon can be demanded.   

This article, plus the witchcraft one, when combined can be used to add a lot of flavor to the Warlocks of D&D 5.  

Halfway, we get some photos of the various winners of awards for 1977 at Gen Con XI. Pictures of John Holmes, his son Chris as well as awards presented by Elise Gygax to Marc Miller and Tim Kask among others.

See Africa and Die! Or, Mr. Stanley, Meet Dr. Livingstone comes to us from none other than Gary Gygax himself providing a review of the game Source of the Nile.  IT is not only a pretty detailed review but also suggests some rule corrections.  The review does make the game sound fun but this is the problem in reading 40-year-old+ game magazines. All the great stuff is long out of print and expensive as hell to find. 

William B. Fawcett gives us a Traveller variant/addition in The Asimov Cluster.  Traveller! Why must you haunt my every step! But seriously, this is the exact sort of thing I would read back in the day and make Traveller feel like this epic sweeping Space Opera.  I am sure it is. I am sure there are people (and I have read their blogs) that are just obsessed with Traveller as I am with D&D who would read the D&D articles and wistfully say "someday. someday I'll play that game and it will be as epic as I imagined."   I did play some Traveller, but mine never got epic.  I don't even know which Traveller system to start with now if I wanted to get back into it.  This is my "Sci-Fi" month. I should figure this one out.

Anyway, this article provides details on the Asimov Cluster with a lot of planets here to provide points of interest for your Traveller game.

A really cool ad for the D Series modules from TSR.  I bet these will be cool.  Followed by a preview of the Ralph Bakshi "Lord of the Rings" movie.

The Drow series and Lord of the Rings

Lyle Fitzgerald gives us a breakdown of character death in It's a Good Day to Die (Death Statistics of D&D Players).  I should note that these are statistics only from his local gaming group. And it is not Players that are dead but rather Characters.  Though props for using this as a title 10 years before Worf would utter the same words.  Though like most things it is better in the original Klingon.   It's an interesting read and might even be a good snapshot of the times.  Maybe I'll create a poll one day to get some more data.  Not that I honestly care much about character death, I just like statistics.

Allen Hammack, a very prolific Dragon writer back in the day, has a rule variant for hidden movement in the War of the Ring game.

Finieous Fingers is up. People talk about being able to judge the generations of games by their feelings on Tracy Hickman. I also say you can make the same judgment on the generations just prior to that on their opinion of FF.  It's fun, but does not fill me with nostalgia.

The Convention Schedule fills a quarter of a page. In a couple of years, it will expand to several pages.

Our last article is about Demonic Possession in the Dungeon from Charles Sagui, a name I don't think I have seen before.  It's a good guide and, as the author points out, something not used enough in games with demons. This article presents demonic possession as sort of a trap to be found in dungeons (well, that is the title after all) and a good use of it. Reading this it is easy to expand on it a little more and get your Regan and Captain Howdy types. 

A nice big ad for the new Advanced Dungeons & Dragons Player's Handbook.

Back cover is an add for the Space Gamer magazine. 

Ad for the Player's HandbookAd for the Space Gamer

Counting covers a total of 36 pages, but a lot has been packed into these pages.

It is interesting to read a Dragon from this time period when I was imprinted on Dragon from the Kim Mohan/80s period.  This one feels a little more like a White Dwarf magazine to me.  If you are curious, White Dwarf #9 was published around the same time.  

Also there is a feeling of embracing more games here.  It feels like gamers were far more open about trying out other games than with what some of the older gamers today would lead you to believe.  This is also consistent with how we all played back then.

So yeah. I paid a lot of money for this issue and I don't regret it at all really.  I still have my Dragon CD-ROM with all the PDF files, but having this in my collection is still worthwhile in my mind.