"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

Thursday, November 17, 2011

Different Worlds #15, Mind's Eye

Different Worlds #15
Magazine of Adventure Role-Playing Games

October 1981

Cover price: $2.50

Cover: Rick Becker

    * "More Citizens: Six New Classes for Traveller" by Paul Montgomery Crabaugh
    * "Better Gamemastering: Tournament Role-Playing" by Ken Rolston
    * "RQ/Glorantha Cult: Caladra and Aurelion" by Charles Huber
    * "Favorites of the Gods" by David F. Nalle
    * "A Modest Proposal for The Fantasy Trip" by David R. Dunham
    * "Man Bites Dog: Role-Playing in the Future" by Ken St. Andre
    * "Better D&D: Making Life Hard for Magic-Users" by Lewis Pulsipher
    * Reviews
      Universe (Simulations Publications, Inc.)
      Aftermath! (Fantasy Games Unlimited)
      SORAG (Paranoia Press)
      Sea Of Mystery (Flying Buffalo)
      Fiend Folio (TSR Hobbies)
      High Passage (High Passage)
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Mind's Eye

Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V
Casting Time: 1 Segment
Saving Throw: Special

When this spell is cast the magic user causes the victim of the spell to experience an event that us pulled from the deepest recesses of their mind. The nature of the experience will vary based on the effect of their saving throw. This spell will only affect those with an intelligence of three or higher.

Those that fail the saving throw will become entranced by their greatest desire. They will imagine it coming true and will stand motionless stuck in the moment of the event. They will remain this way for the duration of the spell unless affected by some other fashion by the caster or their party in a hostile way.

Those that make their saving throw will suffer a jarring vision of their worst fear. The will only be stunned for one round though. They will also suffer 1 point of damage per point of intelligence they possess. They will become emboldened by this though. For the remainder of the duration all attacks and damage are done at a +2. Due to the berserker nature they are in those attacking them will be +4 to hit them due to their lack of concern over defending themselves.

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.

1 comment:

mortellan said...

Great pulpy cover on that issue!

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