"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

Sunday, November 20, 2011

Different Worlds #20, Siren's Song

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.

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