Different Worlds #20
Magazine of Adventure Role-Playing Games
March 1982
Cover price: $2.50
Cover: Luise Perenne
* "General-Cover Story: Zarzeena's World" by Steve Perrin
* "Designer's Notebook: Heraldry" by Robin Wood
* "D&D Variant: Giving Birth" by Roby Ward
* "Traveller Scenario: Race for the Specter" by Doug Houseman
* "How to Design Mythology" by David P. Joiner
* Reviews
The Free City of Haven (Gamelords)
The Iron Wind (Iron Crown Enterprises)
Against The Giants (TSR)
Port O' Call: Tarlkin's Landing (Judges Guild)
Glimmerdrift Reaches (Judges Guild)
Crucis Margin (Judges Guild)
The Sinister Secrets of Saltmarsh (TSR)
* Books & Role-Playing
The Ice Is Coming (Del Rey)
Othergates No. 3, 1982: A Market Guide (Unique Graphics)
* "Source Article: The Mimi" by Ernest Hogan
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Siren's Song
Level: Third
Range: 9"
Duration: 1 Turn + 2 Rounds/Level
Area of Effect: One Creature/Round
Components: V,S
Casting Time: 7 Segments
Saving Throw: Negates
When this spell is cast the magic user causes one creature they target to become entranced by haunting music. In addition to their becoming entranced by the music the target will become invisible to all others save the caster for a period of five rounds the round after they wander off.
While entranced the target will wander off in the direction they perceive the music to be coming from. This should be randomly determined by the DM. While wandering the victim will do anything they can to get to the music but will not do anything that would cause immediate direct harm to themselves.
The caster will be able to affect one target per round up to a number of targets equal to their level of experience. The DM will need to make perception rolls for any others in the area of effect to see if they notice the others wandering off. This roll will be modified based on how discreet the caster has tried to be in picking targets off.
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
Sunday, November 20, 2011
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the web: 4th Dimension is a very spacey-looking game with a small circular board divided into sectors each track of wh...
-
From the Back of the Book: This volume of the exciting Monstrous Compendium series brings you the unique creatures of Krynn: astral dragon...
-
From the web: Swords and spells was never officially labeled as a supplement for the D&D game, but it was nonetheless intended as the f...
-
From the box: Welcome to the exciting universe of the far future! Who knows what the future holds? With Traveller , you can find out as ...
-
From the publisher: The monsters in a fantasy horror campaign are very different from the normal AD&D game vampire and ghosts. There...
-
From the back of the box: Dragonstar Rising presents the fascinating story of the early years of the Seven Worlds. The background and his...
-
From the back cover: What is that? You want more monsters for your AD&D 2nd Edition game? Then this packet is the answer! You'll fin...
-
From the web: At last! Complete in one catalog, all the finest merchandise Faerun has to offer is presented by that enterpr...
-
From the publisher: "Welcome to the exciting world of high adventure, role-playing games. Let your imagination run wild through an a...
-
From the side of the box: Wizards, priests, and other characters who carry a small arsenal of magical items can not keep all the operator...
No comments:
Post a Comment