Dragon Issue #403

By Steve Winter
Ever heard of Darwin’s finches? The D&D game has an abundance of them.
By Robert J. Schwalb
Where do wizards, swordmages, binders, and other spellcasters learn to become masters of enchantment, evocation, necromancy, nethermancy, and illusion? Get a behind-the-curtain glimpse into five arcane schools of magic and sample their elite curricula.
By Doug Hyatt
Artificers in Faerûn have a welcome patron in Gond, the god of invention. This article explores what it means to play an artificer in the Forgotten Realms and provides roleplaying advice as well as new powers and feats.
We've gone back and grouped the wizard attack powers from earlier sources under schools. This article presents tables of wizard attack powers for the schools of enchantment, illusion, evocation, necromancy, nethermancy, and transmutation.
By Bruce R. Cordell
Star pact warlocks can now unlock the secrets of the “elder constellations,” but be warned! Such knowledge isn’t for the timid.
By Philippe-Antoine Menard
Take your first step toward becoming a brave and powerful adventurer! Introducing an optional rules system for playing 0-level characters.
By Bart Carroll
Take a trip through past editions of the D&D game, and see how its iconic features have evolved over the decades.
By Shelly Mazzanoble
D&D’s “Player-in-Chief” wonders what it’s all about, whether it’s worth it, and why anyone bothers.
By Richard Baker
Beneath the icy rampart of the Nurthedur Mountains in Karkoth lies the kingdom of the fell giants and their dread lord, the Gorgon King.
By Various Artists
LSephter returns to the pages of Dragon magazine. Get your “funny fix” here.
Recent Issues
Issue #430
Time really does go by when you’re having fun—especially when it’s playing D&D.
Issue #429
This month -- apparently, no one around here likes food.
Issue #428
This month, getting scared is a kick, even when it’s all for pretend.