"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

Saturday, November 26, 2011

Different Worlds #31, Simple Theft

Different Worlds #31
The Magazine for Adventure Role-Players
Special Fantasy Issue

November 1983

Cover price: $3

Cover: Steve Purcell

    * "The Sunstone Multiverse: A Cosmology for Pantheistic  Worlds" by W. Glenn Kirkconnell
    * "The Cup Of Death: Poisons for Use in Fantasy Role-Playing  Campaigns" by Larry DiTillio
    * "Origins '83 Scrapbook" by Tadashi Ehara
    * "Stormbringer Scenario: Bastions Of Balo" by Ken St. Andre
    * My Life & Role-Playing
      "There and Back Again" by Dave Hargrave
      "Nostalgia" by Gerald D. Seypura
      "Life as a Non-Player Character" by Gigi D'Arn
    * Game Reviews
      Mechanoid Series: The Mechanoid Invasion, The Journey,  Homeworld (Palladium)
      The Traveller Book (GDW)
      Espionage! (Hero Games)
      Droids (Integral Games)
      The Arkham Evil (TOME)
      Lady In Distress (TSR)
      Vault of the Ni'er Queyon (FGU)
      RuneQuest Companion (Chaosium)
    * "Adventure by Design: Using Published Scenarios" by Ken  Rolston
    * "Sword of Hollywood" by Larry DiTillio
    * "Film Review: Krull" by John Nubbin
    * "A Letter from Gigi" by Gigi D'Arn

Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.


Simple Theft

Level: Second
Range: Sight
Duration: Instant
Area of Effect: One Item
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special

When this spell is cast the magic user is able to acquire one specific non magical item of their selection. The item acquired will be moved from  its current location to that of the caster's choice. Attempts can  be made to acquire magical items though that is harder to  accomplish.

The item that the caster selects will be teleported from its  current location to the one selected by the caster. There are  limitations on this though. The item and the desired location  must both be in line of sight (360 degrees) of the caster. The  item may also not be in the direct possession of an individual  (eg keys on a belt ring can be acquired but a sword held in the  hand could not). The item can be made to appear anywhere within  reason even within another item such as a container, drawer or  pocket or even under another item.

Normal items will not be entitled to a saving throw to see if  they are affected. Magical items will be entitled to a saving  throw to see if they are affected. The saving throw will be made  as a if the caster themselves were making a saving throw versus  spells and the item will receive bonuses as it normally would. If  the item is being placed on another individual they are entitled  to a perception roll at the DM's discretion based on the  situation.

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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