I recently wrote about the Draconomicon and had some concerns about the way it portrayed and handled dragons. I still believe that a character should be able to go their whole adventuring life and never see a dragon. Even though the game it was designed for has it in the name encountering a dragon should be a memorable event in both magnitude and rarity.
I think Dragons by AEG does a better job than Draconomicon. It is still a D20 splat book by any other name though so it is not something I am ever going to be in love with. The book is filled with both good and bad but the good is better than the best in the Draconomicon and the worst is either on the same level or marginally better.
The book has some great sections that even if you never encounter a dragon that the DM can use for their game. Dragons as magical beasts have always been as much a treasure as the piles of coins and items they guard in their horde. The sections on Dragon Alchemy and From the Belly of the Dragon both offer ideas on how a dragon could be turned into valuables even if they never have any coin.
The book also has sections that will help make the encounter with the dragon much more deadly and memorable if that type of encounter ever were to happen. The book lays out sections on Dragon Tactics and Dragon Lairs which will help give the encounter the added touch to help turn the dragon from a monster to an epic foe. The sections on Dragon Magic and Dragon Artifacts can be pillaged for ideas if a dragon is ever encountered or not.
As I suggested the book has it's bad points as well. The prestige classes though not all bad have an option for characters who have dragon in their bloodline. I guess no one would ever want to play that now would they. I can be normal or I can come from a line of mythical beasts and have great power. Sign me up for option A...not. I won't go into the section on Playing Dragon Characters. There are other portions of the book that I can't see a use for or find distasteful but I think the book overall is worth trying to talk positive about.
I have found the AEG products to be well done and think they can transcend the 3.x limitation and be used for almost any system in some manner. They can still be found quite easily in the secondary market and for prices much cheaper than the cover price. I think this book in general though would be a worthy addition to a DM's library.
Published: 2002
Pages: 208
From the publisher:
This sourcebook contains everything a GM or player needs to campaign in a world of dragons. Hunting, training, or riding them - even cutting up the pieces and selling them for alchemical powders - all these possibilities lie within the pages of this tome. Carry well the knowledge you have been lent.
New feats
New prestige classes
New magic items
Draconic alchemy
New monsters
New spells
Dragon lairs
New Dragon types
Spell:
Twisted Vision
Level: Third
Range: 9"
Duration: 5 Rounds + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
When this spell is cast the magic user causes the vision of the affected creatures to twist. This will have the effect of causing them to see things other than they really are.
The spell will cause those affected to see the casters party as members of their group. The reverse will also be true in that they will see their group as the casters group. The victims vision will fade for the two segments while the spell is being cast and then restored with the twisted vision.
Those affected by this spell will be allowed an initial saving throw though this save will be made at a -2. As action proceed the affected will be allowed a new save each time something occurs that might suggest things are not what they seem and these are made as normal saves. Once one individual has made their save a +1 per person who has made a save is added to any other attempted saves.
At no point is the caster's party affected by this spell unless it is cast by another magic use in the opposing party. If this were to happen the DM will need to make a roll each round to see what spell is affecting each person if both parties are affected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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