- Ability score training
- At each level increase, a player can choose one ability to try to increase.
- Changing Magic
- Many times, the “outer trappings” of a game’s magic system is in fact the rules about how magic works.
- Classical magic
- An older form of magic for worlds with “mnemonic” magic systems.
- Do You Believe in the Ways of Magic?
- Varying magic according to the culture that uses it.
- Dragon Dreams
- TSR’s Concordance of Arcane Space took Physics and threw it out the window. This article kicks Physics right out of town with a stern warning never to set foot in these here parts again.
- Esoteric examples of magic
- Examples of odd systems of magic in the World of Highland.
- Fading Notes for the World of Highland
- The World of Highland, consisting mostly of modifications for AD&D and DragonQuest.
- Leering pumpkins
- On Hallowe’en, pumpkins are placed outside the home to protect the home from evil spirits. Some of these pumpkins do their job too well.
- Object Oriented
- Some magic is invested in an object that makes up part of the spell or even is the spell.
- Optional Rule for Classical Magic and Psionics
- Using the “Classical Magic” system with campaigns that include psionic abilities.
- Role-Playing Defense
- Information about anti-gaming organizations and people, as well as a little about the benefits of gaming.
- Space, the Final Drag Strip
- How long does it take to get from planet to planet under animal power?
- The Speed of Magic
- Just how fast do spells fly?
- SpellSurfing in WildSpace
- Various spells let wizards “surf” from planet to planet.
- Swordhawk Rules
- Fantasy gaming in the Dungeons and Dragons tradition.
- The Three Orientations of Magic
- Mixing and matching the categories that magic falls into is one way of coming up with different ways of magic.
- Wood golems
- Tall, gaunt, husks of dead trees, become shadowy guards of weird places.