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Publication Credits

James Wyatt

Please offer feedback and suggestions for future writings on the message board!

"Mystics, Miracles, and Meditations"

DRAGON Magazine #236, December 1996, pp. 26-29.
Character kits and proficiencies for Mystics in TSR's Masque of the Red Death (1890s Gothic horror) setting.

"Mysterious Cities"

DRAGON Magazine #240, October 1997, pp. 28-36.
History and "Forbidden Lore" of several cities of the 1890s, for use with the Masque of the Red Death setting.

"Gothic Earth Villains"

DRAGON Magazine Annual #2, December 1997, pp. 112-118.
Gothic horror villains for use with Masque of the Red Death.

"Fantastic Phantasms"

DRAGON Magazine Annual #2, December 1997, pp. 10-14.
New illusion/phantasm spells for AD&D wizards.

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"The Sunken Shadow"

DUNGEON Adventures #66, January 1998, pp. 18-35.
An adventure involving a journey by ship and a dive to a coral reef, haunted all the way by a were-eel.

"Miracles of Flight"

DRAGON Magazine #244, February 1998, pp. 76-82 (co-author).
New magical items for the AD&D game, all involving flight. Of the 20 items described, I created 14, as well as writing the introductory material for the article.

"Falls Run"

DUNGEON Adventures #67, March/April 1998, pp. 52-67.
An adventure for the Masque of the Red Death setting, involving a ghost and a train derailment in West Virginia.

"Seeds of Evil"

DRAGON Magazine #249, July 1998, pp. 26-36.
Activity of the Red Death through history, combining the Masque of the Red Death setting with TSR's Historical Reference books.
This article was cited in Bastion of Faith, by Bruce Cordell.

"Heroes of the Sea"

DRAGON Magazine #250, August 1998, pp. 26-35.
Player character races for aquatic campaigns.

"The Maze of the Morkoth"

DUNGEON Adventures #70, September/October 1998, pp. 16-29.
An undersea adventure featuring aquatic characters created using "Heroes of the Sea."

"With a Twist"

DRAGON Magazine #253, November 1998.
Ways to make races and cultures unique, and to define the relationship between dominant and minority cultures in a fantasy world.

"The Beast Within"

RPGA Ravenloft retail play adventure, December 1998.
A horror adventure involving a werewolf and his scapegoats.

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"Haunting Melodies"

DRAGON Magazine #256, February 1999.
Thirteen spells of musical mystery.

"No One Can Hear You Scream"

DRAGON Magazine #258, April 1999.
Guidelines and examples for the use of horror in TSR's Alternity science-fiction roleplaying game.

"Deepening Shadows"

RPGA Ravenloft retail play adventure, May 1999.
A horror adventure involving a mysterious shadow golem.

"Half-Pint Heroes"

DRAGON Magazine #262, August 1999.
Vertically challenged humanoids as player character races.
Preview this article online.

"From Dungeons to Drivespace"

DRAGON Magazine #262, August 1999.
Guidelines and examples for converting AD&D monsters to the Alternity game.
Preview this article online.

"Heaven's Trump: Celestial Messengers and Divine Intervention"

DRAGON Magazine #263, September 1999.
Celestials as tools for the DM in adventure and campaign construction.
Preview this article online.

"Van Richten's Legacy: The Cult of Simon Audaire"

DRAGON Magazine #264, October 1999.
The men in the Renier family tree are no better than the women. 
Preview this article online.

"Serfs"

in Horrors of the Z'bri, a Tribe 8 sourcebook, October 1999.
Adding depth and detail to the once-human worshiper-slaves of the demonic Z'bri.
Order this book from the publisher.

"Feathered Friends and Foes"

DRAGON Magazine #266, December 1999.
Four new shapechanging races related to the swanmay.
Preview this article online.
 

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"Deepstrike"

DUNGEON Adventures #78, January/February 2000.
An Alternity adventure featuring action and espionage in the Star*Drive campaign setting.
Check out this awesome full-color map!

"Alternative Underdarks"

DRAGON Magazine #267, January 2000.
Departing from the typical subterranean world.
Preview this article online.

"Animal Companions"

DRAGON Magazine #269, March 2000.
Intelligent animals as character companions.
Preview this article online.

"When Worlds Collide"

DRAGON Magazine #270, April 2000
Suggestions for moving a role-playing campaign from world to world while maintaining campaign continuity.

"The Hidden Faces of Evil"

DRAGON Magazine #270, April 2000
Fiends as tempters, corrupters, and possessing spirits.

"Alternity: TOP SECRET"

DRAGON Magazine #271, May 2000
Careers, skills, and equipment for espionage in the Alternity game.
Preview this article online.

"Diminutive Dragons"

DRAGON Magazine #272, June 2000
Four new species of dragonet: crow's nest, geyser, mole, and pavilion dragons.
Preview this article online.

"The Door to Darkness"

DUNGEON Adventures #81, July/August 2000
Dreadful apparitions terrorize guests at the Sleeping Dragon Inn. An AD&D adventure for levels 1-9. Includes a poster map!
Download a copy of the adventure map. (The poster map is much cooler.)

Dungeons & Dragons Player's Handbook
Dungeons & Dragons Dungeon Master's Guide
Dungeons & Dragons Monster Manual

Credited under "Other Wizards of the Coast RPG R&D Contributors," with the entire department, for input during the last stages of the design process.
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"Unusual Suspects: Rangers, Paladins, and Barbarians"

DRAGON Magazine #275, September 2000
Exploring unusual combinations of race and class.

"Vs. Zombies"

DRAGON Magazine #276, October 2000
Strategy and tactics for fighting these undead, straight from Fik's mouth. (Fik hates fighting zombies.)

Into the Dragon's Lair

by Steve Miller and Sean Reynolds, Wizards of the Coast, November 2000
Credited for "Additional Design and Development," for helping to hammer out some character stats. I don't think any of my monsters ended up in this book after all.
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"Unusual Suspects 2: Bards, Sorcerers, and Wizards"

DRAGON Magazine #277, November 2000
More unusual combinations of race and class.

"Class Combos"

DRAGON Magazine Annual #5, November 2000
Looking at multiclass combinations as if they were standard classes. Also discusses "cheesy multiclasses" like taking a level of rogue for the skill points or a level of fighter for the hit points and bonus feat.

"Class Combos 2: Dwarves"

DRAGON Magazine #278, December 2000
Multiclass combinations especially for dwarves, including the fighter/cleric/dwarven defender ("temple defender")!

 

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"Unusual Suspects 3: Monks and Druids"

DRAGON Magazine #279, January 2001
Continued explorations of unusual race and class combinations.

"Vs. Fiends"

DRAGON Magazine #279, January 2001
Strategy and tactics for fighting evil outsiders.

The Speaker in Dreams

Wizards of the Coast, January 2001.
A 32-page adventure highlighting a city setting and a story-based structure.
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Download the web enhancement

Sword and Fist: A Builder's Guide to Fighters and Monks

by Jason Carl and others, Wizards of the Coast, January 2001
I wrote about 5000 words of this book, including a combat example (dueling), a section on monstrous fighters and monks, and the Tribal Protector prestige class.
Order this book from amazon.com

"Vs. Sorcerers"

DRAGON Magazine #280, February 2001
Strategy and tactics for fighting sorcerers, including diagrams of how to minimize the impact of a fireball.

Monster Compendium: Monsters of Faerûn

Wizards of the Coast, February 2001.
Co-authored with Rob Heinsoo. A 96-page book with over a hundred monsters aimed at all D&D players, particularly those who use the Forgotten Realms campaign setting.
Order this book from amazon.com
Read the Personality Spotlight
Download the web enhancement

Character Closeup: Juz'la

On www.wizards.com, February 2001.
This NPC spotlights a new monster template I wrote for Monsters of Faerûn: the yuan-ti tainted one.
Read it online.

Defenders of the Faith: A Guidebook for Clerics and Paladins

Wizards of the Coast, May 2001.
Co-authored with Rich Redman. Another 96-page book, in the style of Sword & Fist.
Order this book from amazon.com
Read the Personality Spotlight
Download the web enhancement

"Champions of Virtue"

DRAGON Magazine #283, May 2001
Four deity-specific prestige classes: the Shining Blade of Heironeous, the Radiant Servant of Pelor, the Fleet Runner of Ehlonna, and the Mighty Contender of Kord.

"Playing the Priestly Part"

DRAGON Magazine #283, May 2001
Guidelines for making player and nonplayer priests more exciting.

Pool of Radiance II: Attack on Myth Drannor

by Sean Reynolds, Wizards of the Coast, May 2001.
Credited for "Additional Monster Design" for my work in converting monsters that appear in this adventure.
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Forgotten Realms Campaign Setting

by Sean Reynolds, Ed Greenwood, Skip Williams, and Rob Heinsoo, Wizards of the Coast, May 2001.
Credited for "Additional Design" for my work in converting or creating monsters that appear in the final chapter of the book.
Order this book from amazon.com

Perilous Gateways: The Winding Serpent

Web feature at http://www.wizards.com, July 2001.
Read this article online

Magic of Faerûn

by Sean Reynolds and Angel Leigh McCoy, Wizards of the Coast, August 2001.
Credited for "Additional Design" for my writeup of mage fairs in Faerûn.
Order this book from amazon.com

Manual of the Planes

by Jeff Grubb, Bruce R. Cordell, and David Noonan, Wizards of the Coast, September 2001.
Credited for "Additional Design" for my writeup of the Spirit World, an alternative outer plane (drawn from Oriental Adventures).
Order this book from amazon.com

Children of the Night: Demons

Compiled and published by the Kargatane, August 2001.
My contribution, "The Straw God," was the first to be featured on the Kargatane website as a preview of the new Ravenloft book.
Download Children of the Night: Demons

Oriental Adventures

Wizards of the Coast, September 2001.
A 256-page hardcover book featuring rules for playing D&D in Asian-themed settings.
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"Oriental Adventures Class Combos"

DRAGON Magazine #289, November 2001.
Multiclass combinations for OA campaigns

 

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Deities and Demigods

Wizards of the Coast, April 2002.
Co-authored with Rich Redman and Skip Williams.
Order this book from amazon.com

Epic Level Handbook

Wizards of the Coast, July 2002.
Credited for additional design; I contributed about 20 pages of this truly epic book (mostly in the monster section).
Read about it on wizards.com: Epic Level Handbook FAQ
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"The Storm Lord's Keep"

DUNGEON Adventures #93, July/August 2002.
An epic-level (21st) adventure with a storm giant blackguard, half-dragon rocs, a storm of vengeance, a castle in a thunderhead, lots of cloud giants, and a divine secret.

City of the Spider Queen

Wizards of the Coast, September 2002.
A super-adventure set in the Forgotten Realms.
Read about it on wizards.com: In the Works
Order this book from amazon.com

"Hellish Fangs on Abyssal Wings"

DRAGON Magazine #300, October 2002.
Some fiendish dragons I wrote for (but cut out of) the Fiend Folio. They will show up later in 2003. But it's hard to beat Sam Wood's art for this article, illustrating the howling, pyroclastic, rust, Styx, and Tarterian dragons.


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"Monstrous Magic"

DRAGON Magazine #304, February 2003.
Spells (and psionic powers) specially designed for monster characters.

Arms & Equipment Guide

Wizards of the Coast, March 2003.
Lots of cool gear for your D&D character. I wrote 32 pages of it, filling in gaps left by the other designers. I compiled some existing magic items from previously-published adventures, wrote new magic items, cursed items, intelligent items, and artifacts.
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Fiend Folio

Wizards of the Coast, April 2003.
Not the Monster Manual III, and not a collection of stupid monsters put together by British people. No, it's a monster book with a fiendish slant: not just evil outsiders, but other types of creatures from the lower planes, just plain nasty monsters, prestige classes for fiends, and more. Look carefully at my Mahasarpa Campaign Journal: Anathema. Blackstone Gigant. Mmmmmm...
I don't know why I'm the only author listed for this. I was the lead designer and lead developer, but these folks shouldn't be consigned to oblivion: Eric Cagle, Jesse Decker, Matt Sernett, Chris Thomasson, James Jacobs, and Erik Mona. They all did a fabulous job.
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Revised Player's Handbook
Revised Dungeon Master's Guide
Revised Monster Manual

Wizards of the Coast, July 2003.
I don't have a significant design credit on any of these, but I did a lot of work reviewing them.
Order these books from amazon.com: Player's Handbook, Dungeon Master's Guide, Monster Manual.

"Incursion: A World Under Siege"
"Knights of the Lich-Queen"

DRAGON Magazine #309 and Polyhedron#59, July 2003.
The DRAGON article features a campaign arc that will let you introduce a githyanki invasion to your home campaign, whatever world it's set in. The Polyarticle is all about playing githyanki characters, and includes a mini-campaign setting, the world of Pharagos, as a bare-bones setting for the githyanki invasion.

Dragonlance Campaign Setting

Wizards of the Coast, August 2003.
I was the lead developer for this book, which was written by Margaret Weis and her colleagues at Sovereign Press. I put a whole lot of effort into this book to make sure that the rules both work well within the d20 System and are true to the Dragonlance world. It's going to be a pretty awesome book, and by far the best campaign setting treatment that Dragonlance has ever received.
Order this book from amazon.com

Miniatures Handbook

Wizards of the Coast, October 2003.
I didn't get a credit in this book, but I did some work on the monsters—developing raw stats into fleshed-out critters with names and such.

Draconomicon

Wizards of the Coast, November 2003.
All about dragons! I coauthored this book with Skip Williams and Andy Collins, in about equal parts—talk about good company! My parts included playing dragon PCs, dragon prestige classes, spells and magic items, and some material about dragons in combat. It seems like the book is taking forever to come out—I finished my work on it just over a year ago. But it will be worth the wait. And the art is awesome.
Order this book from amazon.com
Download the web enhancement and the bonus web enhancement!

Book of Exalted Deeds

Wizards of the Coast, November 2003.
The good twin of last year's Book of Vile Darkness, this book takes a good hard look at what it means to be a good guy in the D&D world. Why is it a mature product? Primarily because its mission was to look at morality in the D&D world from a mature perspective. A lot of players don't want to think about things like what to do with the orc babies. Few sorcerers would try to convert a slaad lord to good, but Veshann tried.

Whatever you thought of Book of Vile Darkness, don't judge this one until you've seen what's inside. You might think of it as the player's companion to a vile campaign, or as a guide to the straight and narrow in a world of greed and violence. If you use it, your campaign will be different. I hope it will be better.

Maybe you might even be better. Isn't this all about being a hero?

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"Kara-Tur: Ancestor Feats and Martial Arts Styles"

DRAGON Magazine #315, January 2004.
One of the most consistent complaints I've received about Oriental Adventures was a decision far beyond my control: making Rokugan the default campaign setting rather than Kara-Tur. Well, this article is a small step toward correcting that. I've always told people that if they own the old Kara-Tur material (or buy it as an electronic download from SV Games) they can use the new OA rules with it pretty seamlessly. But here are some rules to make it easier. Each nation of Kara-Tur is treated as a human clan with its own ancestor feats, and the martial arts styles from the Kara-Tur material are written up in the same manner as the styles in OA.

"Masque of the Red Death: The Light in the Darkness"

DRAGON Magazine #315, January 2004.
Returning to my first love, I was thrilled to be able to do a Masque update for this issue of DRAGON. I wrote up prestige classes for two of the qabals described in A Guide to Gothic Earth, La Lumière and the Fellowship of the Crimson Dawn. Only the Luminaire fit in the magazine, but Matt Sernett tells me they have plans to run the Crimson Adept later on.

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Future publications.

Player's Guide to Faerûn

Wizards of the Coast, March 2004.

This is the long-awaited 3.5 update for the Forgotten Realms, but it's so much more than that. If that had been all this book was, I would not have volunteered to write half the book as a freelance project. The reason I leapt at the chance was all the other stuff we crammed in this book.

Stuff like a DMG-style entry for every plane in the convoluted cosmology of Faerûn, revised and expanded to address the questions and concerns that the new cosmology has sparked over the last three years. Like a chapter on using the Epic Level Handbook in an FR game, and another chapter on vile and exalted material (not mature content). Material on using psionics in FR. Cool new prestige classes as well as revised versions of old ones.

The revised stuff is cool too, and in many cases much needed. See, the reason that material is in a book like this and not in a free update like we did for books like Deities & Demigods, Manual of the Planes, Monster Manual II, and the Epic Level Handbook, is that we really went back over the older material and revised it. The 3.5 Accessory Update was based on the assumption that all those books just needed some tweaking to make them compatible with the revised rules. This book goes back over existing FR material and subjects it to the same scrutiny that the Player's Handbook went through. Broken spells are fixed, regional feats are attractive again, prestige classes are cleaned up.

There's a lot of great material in this book.

Preorder this book from amazon.com

"Oriental Adventures 3.5"

DRAGON Magazine #318, April 2004.
The single most common question in my email in box these days is, "When are we going to see a 3.5 update for Oriental Adventures?" My answer has often been, "Well, I'm thinking about doing it for DRAGON..." Now it's done, it's turned in, and it's slated for the April issue. Look for cuts from the article around the web, too... I ran really long on this one.

Eberron Campaign Setting

Wizards of the Coast, June 2004.

Of all the projects I've worked on since I started work at Wizards of the Coast nearly four years ago, this is my favorite.

My involvement started pretty early on. I volunteered to work on it when we did our annual, "Hey, which of these projects do you want to work on next year?" thing, and so I got involved in meetings when the setting search was down to three entries. Once folks with more authority than me picked Keith's entry, I was in a lot of meetings with Bill Slavicsek and Chris Perkins from the RPG group, Peter Archer and Mark Sehestedt from the book department, and Keith himself to hammer out the shape of this new world, using Keith's proposal as a starting point. It was a fantastic collaboration—there's nothing quite like that experience of sitting in a room with five brilliant people bouncing ideas around, which is probably the single best thing about working at Wizards.

My design work on the book consisted of most of the rules material—races, classes, feats, spells, and some of the prestige classes and monsters. My writing has been through a lot of development since I turned it over in May, but I'm still quite proud of my work that's in this book. In many ways, the development process was a continuation of the great collaboration that started the process, with the development team frequently bouncing their ideas off me to make sure they weren't taking things too far away from the original intent.

The biggest payoff so far has been sitting behind a mirrored window watching Chris Perkins run an adventure for a focus group of local RPGA members (who have been sworn to secrecy)—and seeing how excited these grognards got about the setting. Give it a look when it comes out—I think you'll be pleasantly surprised.

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