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Dragon Magazine #200-209

#209 Cleric Kits, Spells- and Druids.  September 1994.
	-Branching Out All Over!-- Open new worlds of possibilities for your druid PCs. 
	-The Priests of Africa-- Add these African cleric kits to your campaign.
	-Long-Lost Priestly Magicks-- Your PCs can recover these spells lost to the mists of time.
	-The Invisible Sun-- Venture into the darkest site on the Kromosome universe's Net for the AMAZING ENGINE system.
	-Ex Libris--Books make wonderful treasure, don't you think? Your PCs will.
	-"You Wanna Be a What?"-- Add these new animal stocks to your choices for mutant-animal PCs in your GAMMA WORLD game campaign.
	-Gunnar Thorson-- Our Viking detective cracks the case in the series finale.
	-1,001 Faces of Undeath-- Give your DARK SUN setting's undead these special powers.
	-Dragon's Bestiary: The Golem Workshop-- Enter the golem workshop and meet its three residents.
#208 SPELLFIRE Game Variant Rules.  August 1994.
	-Right From the Start-- Weave your new campaign together like a tapestry.
	-An Invitation to the Worlds of TSR-- Get an inside look at TSR's new art book.
	-The Sound of Adventure-- Take a peek at this preview of upcoming audio CD game products.
	-Get Motivated!-- PCs can have motivations to adventure besides greed.
	-Bazaar of the Bizarre: Magical Items for Your Favorite Horse-- Give these magical items only to your favorite horse, of course.
	-Team Spirit-- Find out exactly why your PC party adventures together.
	-Behind the Scenes-- Learn what went into the making of the PLANESCAPE setting.
	-Campaign Journal: GREYHAWK-- Wander the Adri Forest- if your PCs dare.
	-Defend the Realms!-- Try these variant set-ups and other rules in your SPELLFIRE game.
	-Gunnar Thorson-- In this episode, our Viking detective gets bushwhacked.
#207 Treasures Magical and Mundane.  July 1994.
	-Discover Surprising Treasures-- Always examine treasure- with caution.
	-Big-League Magic-- Handle AD&D game artifacts with care.
	-Bazaar of the Bizarre: Celtic Magical Items from Myth and Legend-- Add these Celtic magical items to your campaign.
	-Paper Prosperity-- Enrich your game with treasures of paper.
	-Trifling Treasures-- Every hoard need not be composed of boring old cash.
	-The Magic of Karameikos-- Joshuan Gallidox returns with information on the Karameikan School of Magecraft.
	-Gunnar Thorson-- The plot thickens for our Viking noir detective.
	-The Dragon Sage-- A new kit you can use with COUNCIL OF WYRMS dragon PCs. 
	-"There's a Rum Do About, Old Chap"-- Plant these adventure seeds in your Faerie, Queen, and Country game campaign.
	-Great Responsibilities-- Superheroes should take an active role in the community.
	-Essential Villainy-- Every supervillain needs ambition, motives, and style.
#206 The Incredible Majesty of Dragons.  June 1994.
	-Come Soar with Dragons-- Fly high on the wings of our namesake.
	-Dragons: More Than Just Couchpotatoes-- These mighty beasts should do more than lounge on their hoards.
	-The Dragon Project: Cerulean Glory Overseas-- Meet the RUNEQUEST dragon who wants to be human.
	-Part Dragon, All Hero-- Half-dragon PCs, from the COUNCIL OF WYRMS setting to all the worlds beyond.
	-Gunnar Thorson-- A graphic miniseries debuts this issue from the creators of "Yamara," with artwork by Ken Widing.
	-Campaign Journal: GREYHAWK-- Sail with the Sea Barons.
	-Fiend Knights and Dark Artifacts-- PCs should avoid these magical relics of the Great Kingdom.
	-"Karameikos, Ho!"-- Make the acquaintance of Joshuan Gallidox.
	-Dragon's Bestiary: The Good, the Bad, and the Clumsy-- These new faeries will amuse and bemuse your campaign's PCs. 
	-Elminster's Notebook-- You really don't want to meet Tashara of the Seven Skulls.
#205 Born to be Wild in the Wilderness.  May 1994.
	-Secrets abound in the Wilderness-- Uncover hidden lore as we spend some time in the great outdoors.
	-The People-- Explore a fantasy America - complete with Native Americans.
	-Getting Back to Nature-- Improve the distinctive flavor of the druid with these re-aligned spell spheres.
	-Arcane Lore: Druid Magic-- Add these new (& old) spells to the druid's repertoire.
	-The Plane Truth, Part Three-- In this finale, Fallendor and Ambran meet - sort of.
	-12 Secrets of Survival-- Survive in the harshest wilderness with magical help.
	-Dragon Slayers-- Get a first look at the COUNCIL OF WYRMS setting and an expanded version of the dragon-slayer kit.
#204 American Gothic Humor in Gaming.  April 1994.
	-Dance Steps for GW's SPACE HULK Game-- Your Space Marines can bust a move while they bust Genestealer heads.
	-Bard on the Run-- Filkers beware! The puns are loose!
	-Potion Commotion-- It's up to you to find the solution somewhere in this issue.
	-Arcane Lore: The Crazed Book of Mog-- These wacky wizard spells actually have game applications!
	-The Plane Truth, Part Two-- Journey with a paladin as he wanders the area around the city of Sigil.
	-Creative Thinking-- How to develop new psionic powers, plus samples.
	-Creatures That Time Forgot-- Monstrous statistics for both the AD&D and BUGHUNTERS games.
	-Campaign Journal-- Uncover the secrets of the WORLD OF GREYHAWK setting's Twin Cities and their evil rulers.
	-The Dragon Project-- Down on the dragon farm with SJG's CAR WARS game.
	-Psychotronic Weapons-- These weapons will blow your mind, home, city, continent...
#203 Science Fantasy Will Blow You Away.  March 1994.
	-More Gamma Goodies-- Equip your GAMMA WORLD PCs with laser pens and wrist rockets.
	-Terribly Twisted Technology-- Add these "weird-tech" items to an OVER THE EDGE campaign.
	-"Lookin' For Work, Chummer?"-- Run these missions in FASA's SHADOWRUN game.
	-Arcane Lore: Lightning Spells-- Presenting lightning spells to spark interest in wizard PCs. 
	-A Colorful Collaboration-- Tim Bradstreet and Fred Fields talk about this issue's cover art.
	-The Plane Truth, Part One-- Pages from the codex of infinite planes brought to you by the designer of the new PLANESCAPE campaign setting.
#202 Rogues Own the Night.  February 1994.
	-Magic to a Different Beat-- Add these exotic instruments to your bard PC's repertoire.
	-Dirty Rotten Scoundrels-- Live for the moment, but always plan ahead.
	-"The Legends Say..."-- Exactly how does your bard PC know that?
	-The Master's Hand-- Tricks of the trade for the fantasy rogue.
	-Even Wilder Mages-- Variety truly is the spice of life for a wild-mage PC.
	-The Preserver's Choice-- In the DARK SUN setting , will your preserver PC turn to defiling magic to save herself?
	-Mythic Races of Africa-- How will your PCs react to animal spirits, snake-men, and zebrataurs in your campaign?
	-Elminster's Notebook-- El encounters a mysterious, magical sword.
	-The Dragon Project-- Uncover the Iron Dragon of Quaran for WotC's TALISLANTA game.
	-Campaign Journal-- These adventure seeds reap a bushel of excitement for any AL-QADIM campaign.
#201 Civilized Centers of Adventure.  January 1994.
	-The City of Lofty Pillars-- Can you find the lost city of the AL-QADIM setting?
	-Turkey's Underground Cities-- Read about Allen's Amazing Adventure; learn about these real-world dungeons.
	-The Evolution of a Castle-- Building a castle requires more than a pencil and graph paper.
	-Seven Steps to a Successful Castle-- Use these expanded castle-construction rules to build your PCs' ultimate abode.
	-The Dragon Project-- Introducing Rofocale of Hill Marlyprig for Chaosium's PENDRAGON game.
	-The 10 Commandments of Tournament Writing-- Thou shalt write good tournament adventures.
	-Undiscovered Treasure Troves-- The library is a cornucopia of gaming ideas.
#200 The Awesome Power of Magic.  December 1993.
	-Magic From the Gods-- A cursed, shapeshifting , undead wizard is just one of the options for African campaign setting mages.
	-The Wizards Three-- The mages entertain a surprise guest.
	-The Color of Magic-- Not all magic missile spells look alike.
	-Familiar Faces-- How would your PC mage like a skunk, lobster, armadillo, stirge, or myconid for her familiar?
	-Bazaar of the Bizarre: Keys to Adventure-- Fourteen magical devices to unlock a campaign's mysteries.
	-Arcane Lore: The Spells of Naz-- The missing spellbook of this WORLD OF GREYHAWK setting wizard.
	-DUNGEON Adventures Module: The Whistling Skeleton-- This musically inclined undead is not what he seems.
	-Santa's Hidden Helpers: A Holiday Crossword Puzzle-- The completed puzzle is hidden somewhere in this magazine. Just consider it our little present to you.
	-The Known World Grimoire-- Meet the D&D game's winged elves and minotaurs.
	-Making the Most of a Module-- Running a published adventure well requires more than just purchasing it.
	-The Even More Complete Psionicist-- More kits for your campaign's warriors of the mind. 
	-Minion Matters-- The best ways to handle your NPC villain's lackeys.



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