"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 27, 2011

Different Worlds #32, Luck of the Dice

Different Worlds #32
The Magazine for Adventure Role-Players
Ancient Cultures Special Issue

Jan/Feb 1984

Cover price: $3

Cover: Brad Foster

    * "The Cliff Dwellers: Indians of the Classic Pueblo Period"  by Ken Rolston
    * "Lost Ball Games of Meso-America: Deadly Sport of the  Indians" by Ernest Hogan
    * "The Kabbalah and Fantasy Role-Playing Games: Mystical  Books of Judaism" by Simcha Kuritzky
    * "RQ3 Preview: RuneQuest Fantasy Roleplaying Adventure" by  Greg Stafford
    * "Make Love, Not War: Sex and Romance in Traveller" by  Terrence McInnes
    * "Threat of the Nighthaunt: A Superhero Adventure for  Superworld and Champions" by Jon Mattson
    * My Life & Role-Playing
      "Starting Young" by Sandy Petersen
    * "Sword Of Hollywood" by Larry DiTillio
    * Game Reviews
      Villains And Vigilantes (FGU)
      Enemies, Enemies II (Hero Games)
      Death In Dunwich (TOME)
      Merc, Merc Supplement 1: In Country (FGU)
      Prison Planet (GDW)
    * "Superworld Errata" by Steve Perrin
    * "Adventure by Design: Adapting Published Fantasy Role- Playing Materials for Your Own Campaign" by Ken Rolston
    * Film Reviews
      Yor, The Hunter from the Future
      Space Hunter: Adventures in the Forbidden Zone
      Metalstorm: The Destruction of Jared-Syn
      Never Say Never Again
    * "A Letter from Gigi" by Gigi D'Arn

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


Luck of the Dice

Level: Third   
Range: None
Duration: 4 Rounds
Area of Effect: Caster
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None

With the casting of this spell the magic user is able to call  upon higher powers to enhance their chances or performing actions  for a period of time. The amount of help will be totally random  and up to the luck of the dice.

The round after the spell is cast and for three more the caster  will have a pool of luck (points) to call upon. They can only use  the points once per round and they must be used on an action or  save that the caster is trying or called upon to make. The points  are universal and they can be used to affect saving throws or the  number of creatures affected (though the maximum possible as  defined by spells etc are still in effect).

The DM will roll a d4 each round and that will determine the type  of dice for number of points 1=d4, 2=d6, 3=d8, 4=d10. The DM will  then roll the appropriate dice and make note of it. The caster  can use those points for anything in that round. Points not used  in a round can not be carried forward are lost. If the caster is  of any chaotic alignment then the DM should add a another 1d4  points each round.

The material component of this spell is a set of small polyhedral  dice. The set will need to be made of either a precious metal or  gemstones. The dice are not destroyed with the casting of the  spell and may be reused.

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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