"Go to the sign of Harvel'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

Monday, August 22, 2011

Gamma World Referee's Screen, Miscasting

Gamma World is a game I have indicated before ranks in the upper  tier of games I like to play. The Referee's Screen from the first edition of the game has one of the more memorable images from the  game. There is just something about this image that says Gamma  World for me. The cover from the first edition book is great but  it does not capture the feel of what is to come once you start  reading the game.

The screen does it job well enugh. It has the charts and tables  that the GM will need to run the game. It also features a mini  module which though I have never had a chance to use it I hear  very good things about. The module is "The Albuquerque Starport"  which though only eight pages long I have heard can change the  game dramatically if used though that is second hand. I would  pick this up even without the module just for the art though. If  you are going to run the game you need a screen right! As an added bonus it was printed in the USA.


From the screen itself:

Included in this package are a durable referee's screen and an  eight-page mini-module, The Albuquerque Starport. The screen  contains the combat, hazard, and reference tables used most often  by referees and players, arranged to make this vital information  easy to use. The mini-module is a complete GAMMA WORLD adventure,  in which players discover and explore an Ancient starport buried  in the desert sands.


Spell:

Miscasting


Level: Fourth
Range: 9"
Duration: One Round/Level
Ares of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special

When this spell is cast the magic user causes a sphere to appear based around the point specified. The sphere will cause a disruption in the flow and function of magical energy in its area of effect. This will affect spells but not magical items.

Anyone in the area of effect of the spell will need to make a saving throw every time they try to cast a spell. Those who make the save are able to counter the varied nature within the sphere for that round and successfully cast the spell. Those who fail will have the spell fizzle and they will still lose the use of that spell as if it had been successfully cast.

The material component of this spell is a page from a spell book that has been subjected to some fluid so that the text is smeared and unreadable. The page is consumed by the casting of the spell.

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.

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