Different Worlds #28
The Magazine for Adventure Role-Players
Special Player-Character Issue
April 1983
Cover price: $3.00
Cover: Gayle Hamilton
* "The Dragon Character Class for D&D: Dragons Demand Equality" by John T. Sapienza, Jr.
* "Winged Humanoids" by Jane & Morgan Woodward
* "DragonQuest: The Angels" by Paul Montgomery Crabaugh
* "Role-Playing Nonhumans" by Mason Jones
* "Role-Playing Humans" by John T. Sapienza, Jr.
* "Other Senses" by Sandy Petersen
* "For RuneQuest: Cult of Taigaluk the Hunter" by Greg Wilson
* "H.P. Lovecraft in Call Of Cthulhu" by Ed Gore
* "Planetary Encounters for Traveller" by Mason Jones
* "Dragons Past 1: Gloranthan Military Experience for RuneQuest Player-Characters" by Greg Stafford
* "Violence in Role-Playing: The Lessons Of Television" by Michael B. Kelly
* "Live Role-Playing: As Practiced by the International Fantasy Gaming Society" by Mark P. Simmons
* "Top Secret: Contact" by Paul Montgomery Crabaugh
* "Adventure By Design" by Sandy Petersen
* Books & Role-Playing
Hecate's Cauldron (DAW)
Lady Of Light (Timescape Books)
The Swordbearer (Timescape Books)
* Reviews
The Archaeron Game System: Module AGS-C1 "Warrior" and Module AGS-F1 "Mage" (Archaeron Games)
Jonril: Gateway to the Sunken Lands (Midkemia Press)
The FCI Consumer Guide (FASA)
The Lost City, B4 (TSR Hobbies)
The Solomani Rim (Game Designers' Workshop)
Dwarves (Role Aids)
* "The Sword Of Hollywood" by Larry DiTillio
* Film Review
High Road to China
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Wasting Curse
Level: Seventh
Range: Touch
Duration: Permanent
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special
With the casting of this spell the magic user inflicts a terrible wasting curse upon the victim. The spell will affect the victim even if a saving throw is made though the effect will be much less dramatic.
Victims who fail their saving throw will immediately suffer one hit point per level of the caster. They will also suffer a loss of one point to a random ability score. The damage that is done will not heal normally and even magical healing will have a limited effect. Magical healing will cure one point of damage per level of the spell and nothing more. The spell will cause 2-5 points of damage per day and the character will lose a cumulative one point per day of attribute. The loss will be spread evenly across all attributed determined randomly if needed. The spell can only be broken by a cleric of like alignment as the victim casting a Remove Curse and only if cast on holy ground. Once removed the victim can be healed normally and attribute points will be restored at a point a day.
Victims who are lucky enough to make their saving throw will still suffer damage and lose attributes on a temporary basis. The victim who makes their save will suffer damage equal to two points per level of the caster. This can only be healed through magical means though it will allow for the full effect. They will also lose on point from all attributes but these will be restored at a point per day (determined randomly) without the need of a Remove Curse spell.
Victims who die from this spell will become a higher level undead creature (except vampire or lich). The type can be assigned by the DM as they feel appropriate or determined randomly. The undead will be under control of the DM though input from the player should be allowed. The sole purpose of the undead will be to exact revenge upon the magic user who cast the spell on them. Until such time as the curse is lifted or the magic user is dead nothing short of a Wish will restore the character back to life.
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
Wednesday, November 23, 2011
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the back cover: Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think agai...
-
From the Forward Section: So the players have been complaining that the campaign is too dull, eh? Not enough detail? Why is this country at...
-
From the web: HârnWorld is a realistic medieval environment for fantasy gaming. Using any rule system, you can now create and plan your own...
-
From the back cover: Clerics have long been players' favorites, but now there are new priest characters for your gaming enjoyment! Wi...
-
From the web: Instant rub-down picture transfers with classic AD&D monsters! Series 1600 Sheets 1-4
-
From the back cover: She sits at the center of her Web, a dark force of intense evil power. Her strands reach across Oerth, through the ...
-
From the web: THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, t...
-
From the back of the folder: The Western Countries Fantasy worlds are vast, with many strange places to discover and marvel, but only th...
-
From the back cover: The glorious world of elvenkind shines from these pages! Detailed herein are their societies, rituals, and myths - a...
-
From the back of the book: Look out adventurers, they're here! This handbook describes in detail over 20 humanoid races that can be ...
No comments:
Post a Comment