I tend to prefer fantasy settings over hard science fiction settings. Before I discovered D&D way back when this was not the case. I read exclusively science fiction and avoided fantasy like the plague. Then after being introduced to Quasqueton and Tegel Manor I was told I had to read the Lord of the Rings and I have never returned to my hard science fiction roots as far as literature is concerned. It was bye bye Mr. Asimov hello Mr. Brooks.
In gaming that is not the case. I have dabbled in science fiction games in fair numbers. There have been Traveller, Space Opera, Star Trek, Star Wars, Morrow Project and Gamma World. I won't consider Shadowrun in that mix since it has elves and magic and I am not sure if you would call Cyberpunk science fiction or not. Then there is Star Frontiers. Being a TSR fan-boy for years this was the game of choice if I ran science fiction other than Gamma World.
The picture above is for the Star Frontier character sheets. These were utilitarian in nature. There was nothing here that a plain piece of paper could not have accomplished. Still it is nice to have something more than run of the mill paper to store the gaming biography of your character on.
One of the things that made Star Frontiers so much fun was the art that was used for it. This was perhaps one of the things that made TSR more successful than other companies at the time as there were often better games in all the genres. I think art and marketing were what won the day for TSR while there were king. One might point out the bigger they are phrase at this point .
Spell:
Dual Casting II
Level: Ninth
Range: None
Duration: Instantaneous
Ares Effect: None
Components: V
Casting Time: Special
Saving Throw: Special
Note: That except for the level differences this spell is identical to Dual Casting I. Also note that this spell line can have a cascade effect. This is an situation that the DM will need to address and may consider not allowing to happen. Nothing like the player casting eight first to third level spells all in one round. Nothing like 45 magic missiles, a lightning bolt and a fireball all in one round to disrupt the game.
By means of this spell the caster is able to cast two spells at the same time. This spell requires the utterance of but a single magical word and then tow caster begins the casting of the two spells simultaneously.
The two spells that are being cast will have to be seventh level or lower. They must also be spells that the caster have had previously memorized. The spells may or may not have been cast already. If they are still memorized or have already been cast will determine how the saves connected with this spell occur.
If the spells are still memorized they will go off without a problem and no saves are required to see if they are cast (though any saves connected with the spells would still need to be made). The caster must then make a saving through versus magic and if successful they Dual Casting spell is not lost. This type of save can only happen once per day for each specific Dual Casting spell.
If one or both of the spells have previously been cast then the caster will have to roll a save versus magic for each of the spells. This is required for both even if one of them is still memorized. If the saves are made then the spells are cast. It is possible with this situation that both or none of the spells will cast or fail. With this situation the Dual Casting spell is lost for the day as well.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, July 22, 2011
SF AC-1 Star Frontiers Character Record Sheets, Dual Casting III
Labels:
Accessory,
SciFi,
Spell,
Star Frontiers,
TSR
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