#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.