Sep t embe r 2011 | DRAGON 403 1
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
Editorial:
Darwin’s
Finches
By Steve Winter
Illustration by William O’Connor
You’d think there’d be no chance to work on a
Dragon editorial at a place as jumpin’ as PAX Prime,
but in this particular instance, you’d be wrong.
A busy convention hallway is not a productive
place to write—there’s usually too much noise and
always too many distractions (especially if the only
place to sit is a spot on the f loor where people con-
tinually step over you). It can be the ideal place,
too, because you’re surrounded by what make this
hobby worthwhile--happy gamers who are excited
about playing D&D with countless other fans and
friends.
We don’t like to admit it, but residing inside For-
tress WotC isolates us from you, the people we’re
working for and trying to please. Meeting fans face
to face and joining their games at conventions or
Dungeons & Dragons® Encounters sessions is
invaluable, because it shows us what happens when
D&D meets the real world.
I tend to picture individual gaming groups as the
Galapagos Islands, and the D&D rules as Darwin’s
finches. At one time, all of those finches were the
same species. Isolated on their individual islands,
each group evolved in different directions in response
Editorial: Darwin’s Finches
Sep t embe r 2011 | DRAGON 403 2
to local conditions. By the time Darwin found them,
they had become many distinct yet clearly similar
species. In the same way, diverse gaming groups, all
starting with the same set of D&D rulebooks, can
wind up playing versions of the game that are similar
yet clearly different.
In that regard, we’re no different from anyone
else. D&D campaigns played by R&D staff run the
gamut from by-the-books purity to widely divergent
and experimental. Like you, we develop idiosyncratic
house rules and peculiar forms of shorthand.
When we get a chance to see “real people” play-
ing D&D or, better yet, sit in on your games as
players, we gain a perspective that can’t be had
any other way. We’re reminded what it’s like when
everyone in the group doesn’t have access to the
complete D&D library or to endless supplies of
miniatures and Dungeon Tiles. We’re reminded
that the rules can be hard to remember and the
manuals confusing to navigate if you’re not steeped
in them for 40+ hours a week. We’re reminded that
people play Dungeons & Dragons for diverse rea-
sons and draw diverse rewards from the experience.
Maybe most of all, we’re reminded of how liberating
it is when your play isn’t dominated by game-design
questions such as whether a rule is doing exactly
what it should; whether a race is missing something
that would add to the experience; or whether a class
has some “design space” for an interesting Dragon
online article. Those concerns can distract us from
what really matters, which is that people play D&D
because they want to sit around a table with like-
minded friends and let their imaginations soar into
realms of fantastic wonder, terrifying danger, and
heroic deeds.
The fact that Dungeons & Dragons can mutate
this way is one of its great appeals and one of the rea-
sons why it has endured for more than thirty years.
How has your game evolved away from the main
trunk of Dungeons & Dragons rules to match your
group’s preferences? How often have you plugged
in a quick ruling for something that was unclear,
and that ruling became the accepted way of doing
things? Have you ever switched groups permanently
or temporarily and wondered whether you were still
playing the same game? Share your experiences in
the comments below, in the forum, or email them to
dndinsider@wizards.com.
1Sep t embe r 2011 | DRAGON 403TM & © 2011 Wizards of the Coast LLC. All rights reserved.
Class Acts—Warlock:
Strange
Constellations
By Bruce R. Cordell
Illustration by William O’Connor
In June, we presented rules updates to the warlock in
the form of a playtest article. After receiving feedback
from the playtest, we made some changes and posted
the final updates. One piece of consistent playtest
feedback was the need for more star pact warlock
powers that rely on Constitution at certain levels. To
that effect, we went to warlock-and-tentacled-horror
expert Bruce Cordell and asked him if he’d write an
article responding to the desires of the fan commu-
nity. This is what he wrote. Read at your own peril!
IntroductIon
Pact-swearing warlocks live dangerously, but not
through choice. They can’t help having this personal-
ity trait. It takes a certain reckless craziness to pledge
oneself to an entity that is amoral, diabolical, uncar-
ing, or, worse yet, utterly indifferent to reality except
for its potential use as a chew toy.
Bizarre patterns in the sky are visible to those
in the right place, in the right time, or in the right
frame of mind. That’s when warlocks seize the power
bequeathed from the pitiless points of light that shine
unchanging beyond night’s void—points of light that,
in sum, form strange constellations.
Star Pact
Some stars are said to provide good luck; to see them
wink from heaven’s vault is considered a blessing.
Other stars are associated with benign omens and
powers of beauty, healing, and clarity of thought.
Quite a few serve as beacons for navigation.
But other stars are stranger, such as the stars
used by alien creatures as illumination to peer into
our reality. These entities are lumped together and
described as residents of the Far Realm. Labeling
them as such is a reasonable first organizing prin-
ciple, and it’s the safest too. Attempting to gain deeper
clarity on the true nature of such stars can bring
researchers an unhappy fate. When it comes to alien
horrors, truisms about “the more you know” being an
advantage crumble to dust.
Despite the dangers, the mad, the passionate, and
the nihilistic continue to seek greater understand-
ing of the very thing that tears asunder the minds
of most inquisitors. Through trial and error, these
people named new entities, guessed their natures,
and teased out new spells for those whose pact is with
the stars. These warlocks, sages, and scholars consoli-
dated the bulk of that knowledge in a wizard’s tower,
where they constantly researched more lore.
Class Acts—Warlock: Strange Constellations
2Sep t embe r 2011 | DRAGON 403
Then rumors told of a horrifying new constella-
tion that would rise in the east and that would bring
in a terrible new age (according to some prophe-
cies). To prevent this prophecy from being fulfilled,
some enterprising people caused the tower and all
its contents to burn to the ground one night during a
spectacular meteor shower. None of those who origi-
nally pieced together the information survived. All
that remains regarding the nature of the enigmatic
star pattern that failed to appear, including many
of the constituent stars, is embedded in the crystal
headpiece of a warlock’s rod. The embedded message
(a sort of psychic engram) is called the Confession of
Melech.
Stars of the
Elder Constellation
When time draws to its inevitable close, most of the
stars visible in the sky will have burned out. Only a
scattered few will f licker with fossil light, peering and
presiding over the end of everything.
Besides previously named stars whose properties
have been partially described (including Caiphon,
Allabar, Nihal, and Zhudun), several other stars also
survive (or perhaps appear) at the end of time: the
stars of the Elder Constellation. Despite the fact that
the constellation shouldn’t be visible for eons beyond
count, visions of it have seared themselves into the
minds of those unlucky enough to dream too close
to weak spots in reality. Those who wake from such
dreams prophesy an early end to the cosmos that is
heralded by the appearance of the Elder Constella-
tion millennia too soon. These prophets then die an
early death or undergo a slow transformation into a
humanoid abomination.
Those who can imagine the Elder Constellation
without perishing or becoming an alien in their own
skin can also call upon the spells resident in each of
the primary stars of the pattern. The names include
the following: Atropus, Father Llymic, Pandorym,
Ragnorra, and the Worm That Walks.
Atropus
Atropus, the World Born Dead, drifts through the
gulfs of space, searching for worlds to consume.
When it finds a world, it erases all life from it with a
single gruesome touch. As the afterbirth of creation,
this entity is committed to unmaking all things. Noth-
ing, not even the gods, can halt the relentless progress
of Atropus.
Father Llymic
A mote of alien thought given form and f lesh, Father
Llymic dwells in an icy prison, awaiting a time when
the world will be right for his arrival. As his age of
freezing darkness draws near, his brood begins to
appear, stalking the wastes in preparation for his
reign. If he is released from his prison, he will cover
the entire world with a deadly glacier and remove the
world from light and hope for all time.
Pandorym
Pandorym personifies the emotionless void of utter
annihilation. Though imprisoned millennia ago,
a future era will see its release. The god-slaying
weapon awaits the arrival of a being powerful
enough to reunite its awesome mind with its potent
ELdEr EviLS
The names of the stars making up the Elder Con-
stellation first appeared in Elder Evils™, a D&D®
game supplement outlined by Bruce Cordell and
written by Rob Schwalb. Pandorym appeared
before that in the Forgotten Realms® novel
Darkvision (2006).
Thus the entities of the Elder Constellation
are not all associated with the Far Realm as
some previous warlock star pact entities have
been; however, the names noted here are of
inconceivably powerful beings who survive to
time’s end. In that final gathering of monstrosi-
ties, it becomes difficult to distinguish which
entities were native to the Material Plane and
which came from some place farther. Ulti-
mately, they’re all creatures of such insane power
that they disrupt the flow of time in their final
apotheoses.
ConFESSion oF MELECh
The Confession of Melech is recorded as a psychic
impression inside a fist-sized chunk of purple
crystal set as the capstone of a rod. The rod acts
like a rod of wrathful dismissal.
The names and natures of terrifying new
entities associated with the Elder Constellation
becomes known to those who sleep or meditate
with the crystal in their possession for at least
one hour.
Class Acts—Warlock: Strange Constellations
3Sep t embe r 2011 | DRAGON 403
body. Pandorym seeks freedom, and thereafter it
intends to bring about the extinction of every god in
the cosmos.
ragnorra
Ragnorra, Mother of Monsters, is a primeval source
of corrupted life. Bloated, hideous, and filled with a
terrible love for her children, this entity waits at the
end of time to gather all her fell offspring back to her
awful bosom.
The Worm That Walks
The Worm is a sentient tear in reality through which
one can see a swarming mass of maggots and worms
that goes on forever. The light from this star is green,
and it writhes eternally. Nihal is brother to the Worm,
or rather, they are aspects of the same entity as seen
from different ends of time.
new Warlock Powers
A warlock of the appropriate level can choose from
the following new powers. The powers are tailored
for star pact warlocks who favor Constitution over
Charisma.
Level 1 Encounter Power
Pandorym’s Cry Warlock Attack 1
From a distance too far to measure, you evoke an echo of
Pandorym’s birthing cry: a sound of madness incarnate.
Encounter F Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic damage.
Star Pact: The target also grants combat advantage and
is slowed until the end of your next turn.
Level 3 Encounter Power
Worms Warlock Attack 3
For a moment, your foe is covered in biting, swarming, and
crushing maggots that make up the infinite extradimen-
sional body of the Worm That Walks.
Encounter F Acid, Arcane, Healing, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier acid damage, and you
regain 3 hit points.
Star Pact: Add your Intelligence modifier to the hit
points regained.
Level 7 Encounter Powers
Elder Constellation Warlock Attack 7
A maddening pattern appears in the air, revealing a few
flickering stars that preside over the end of everything. Space
wavers, and your foes are caught up in the instability.
Encounter F Arcane, Cold, Implement, Teleportation
Standard Action Ranged 10
Target: One or two creatures
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier cold damage.
Star Pact: The target also grants combat advantage until
the end of your next turn.
Effect: If you hit both targets, you can teleport them,
swapping their positions.
Maggot Conduit Warlock Attack 7
Holes devoured through space-time crawl with the green-
white maggots of the Worm. You invoke a conduit, which
manifests as a writhing pit of maggots beneath your foes.
Encounter F Acid, Arcane, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in the burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier acid damage.
Star Pact: The burst creates a zone that lasts until the
end of your next turn. Any creature that enters the
zone or ends its turn there takes acid damage equal to
1 + your Intelligence modifier (a creature can take this
damage only once per turn).
Level 13 Encounter Power
Maw of Atropus Warlock Attack 13
The World Born Dead consumes anything that it can reach.
Your spell manifests a slavering maw of Atropus, which at-
tempts to eat your foes.
Encounter F Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 3d12 + Constitution modifier necrotic damage.
Star Pact: The target also takes a penalty to Fortitude
until the end of your next turn. The penalty equals your
Intelligence modifier.
Class Acts—Warlock: Strange Constellations
4Sep t embe r 2011 | DRAGON 403
Level 17 Encounter Power
Llymic’s Frigid Prison Warlock Attack 17
A puff of icy air escapes from Father Llymic’s icy prison,
foreshadowing when glaciers will cover all the worlds and
remaining life will serve to feed the Father’s brood.
Encounter F Arcane, Cold, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier cold damage, and the
target is immobilized until the end of your next turn.
Star Pact: You also regain hit points equal to twice your
Intelligence modifier.
Level 19 daily Power
Malicious Guide Star Warlock Attack 19
An apocalyptic starscape waits for the world’s end. That
inevitable end draws a little closer each time you conjure a
malicious spark to guide your foes to ruination.
Daily F Arcane, Aura, Implement, Radiant,
Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier radiant damage.
Miss: Half damage.
Effect: You activate an aura 1 on the target. The aura
lasts until the end of your next turn, and the target
cannot deactivate it. The target and any of your en-
emies grant combat advantage while in the aura. In
addition, you can teleport the target or another crea-
ture in the aura up to 5 squares as a move action.
Sustain Minor: The aura persists until the end of your
next turn.
Level 23 Encounter Power
Pandorym’s Prism Warlock Attack 23
A purple crystal intrudes on reality, shining with fell light
and turning the one who looks upon it into a dull receptacle
for your will.
Encounter F Arcane, Charm, Implement, Psychic,
Radiant
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic and radiant
damage, and the target makes a basic attack as a free
action against a creature of your choice.
Star Pact: The target also takes a penalty to Will until
the end of your next turn. The penalty equals your
Intelligence modifier.
Level 27 Encounter Power
Grasp of Ragnorra Warlock Attack 27
Ragnorra misses her brood and ecstatically reaches into the
world to claim substitutes and visit upon them the terrible
love she has for her true children.
Encounter F Arcane, Implement, Necrotic, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier necrotic and thunder
damage, and the target is removed from play until the
end of your next turn. It then reappears in its original
space or in the nearest unoccupied space if that space
is occupied.
Star Pact: You decide where the target reappears,
choosing an unoccupied space within 20 squares of you.
About the Author
Bruce enjoys reading good books, eating good sushi, and
trying new things—at least if they’re not too new. He has also
been known to write things, most recently the new D&D
Gamma World™ Roleplaying Game, as well as his latest novel,
Sword of the Gods. You can find out more about Bruce at www.
brucercordell.com.
Developer
Jeremy Crawford
Editor
Miranda Horner
Managing Editors
Jeremy Crawford, Christopher Perkins
Producers
Christopher Perkins, Greg Bilsland
Art Directors
Kate Irwin, Jon Schindehette
Illustrator
William O’Connor
Graphic Production
Erin Dorries
1Sep t embe r 2011 | DRAGON 403
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
Academies
of Magic
By Robert J. Schwalb
Illustrations by McLean Kendree and Beth Trott
Everyone who aspires to the life of an adventurer has
a special attraction to some type of heroic career.
Some are of a martial bent, finding their niche in
the prowess that they bring to weaponry and feats of
strength. Others gravitate to the path of the divine,
relying on and furthering the causes of the deities
they revere.
Still others cannot resist the pull of arcane power—
in their minds the purest and most potent of all forms
of magic.
One does not become a wizard by simply want-
ing to be, any more than one can pick up a sword
and call oneself a warrior. Desire is for naught
without education and training. Fortunately for any
would-be spellcaster, the world includes a number
of institutions of arcane study that exist for the
purpose of passing on their knowledge to a new
generation.
This article presents five academies of magic
for arcane adventurers. Although the focus here is
on wizards, many of the options presented are also
available to arcane classes such as the swordmage,
warlock, and artificer. As a player, consider the entry
on your character’s academy as a window into his or
her formative years. Feel free to fill in whatever gaps
you like: Adding details about professors, fellow stu-
dents, friends and rivals, significant events, and other
Academies of Magic
2Sep t embe r 2011 | DRAGON 403
information can help you develop your character’s
personality and background.
Not only are these academies useful to players for
character building, they are also fertile ground for
the Dungeon Master to create adventures. If one or
more of your players opts into these academies, you
can tie their background elements to plots that incor-
porate these peculiar institutions in your campaign.
If none of your players take advantage of the options
included here, you will still find plenty of adven-
ture hooks that you can use in your campaign. For
example, the PCs might become embroiled in a war
between Shadowdeep and the White Spires. They
could be summoned to Rumor to solve a murder that
took place in a room not only locked but impossible
to