"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

Wednesday, November 16, 2011

Different Worlds #14, Freezing Mist

Different Worlds #14
Magazine of Adventure Role-Playing Games

September 1981

Cover price: $2.50

Cover: Tom Phillips

    * "Judges Guild and D&D: A Guide for the Discriminating GM" by Patrick Amory
    * "Character Personality Profile" by Mark Lukens
    * "Preview to the Second Edition of Adventures In Fantasy" by Richard L. Snider
    * "Painting Miniature Figures" by Robin Wood
    * "Taverns And Inns" by Lewis Pulsipher
    * "Familiars" by David F. Nalle
    * "Plausible Geography for Role-Playing Games" by George Hersh
    * "Come, Clash with the Titans" by Larry DiTillio
    * Reviews
      The Argon Gambit/Death Station (Game Designer's Workshop)
      Grimtooth's Traps (Flying Buffalo)
      Towns of the Outlands (Midkemia Press)
    * "A Letter From Gigi" by Gigi D'Arn


Freezing Mist

Level: Third   
Range: 12"
Duration: 2 Rounds + 1 Round/level
Area of Effect: 10 Cubic Feet/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special

When this spell is cast the magic user causes an area of freezing mist to come into being. Those caught in the mist will suffer increasing effects the longer that they are caught in the area effect of the mist.

The mist will immediately fill the maximum possible space based on the dimensions allowed unless the caster specifically specifies a smaller space. The effect of the spell for the first round will be to obscure vision to under five feet for all in the effects well as halving any movement. Those who fail a saving throw will become disoriented the DM will need to determine what direction the characters end up facing if they attempt to move.

The second round will have the spell cause any icy coating to adhere to the ground and any other surface. This will cause those in the area of effect to make a saving throw each round in the effect. Those who fail will fall and need to spend the rest of the round regaining their feet. They will also need to make a save to determine if they can maintain their sense of direction.

The third and all subsequent rounds will require three saving throws for all in the area of effect. They will need to make the two previous saves. In this round they will begin to suffer damage if in the area of effect. They will suffer 1d4+1 points of damage due to the freezing mist. If any creature in the mist fails all three saving throws they will also drop any item they are holding.

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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