Different Worlds #33
The Magazine for Adventure Role-Players
Special Post-Holocaust Issue
March/April 1984
Cover price: $3
Cover: Steve Purcell
* "Playtesting The Morrow Project: An Anecdotal Report from Timeline" by Bill Worzel
* "Playing Hints for The Morrow Project: Advice for Players from Timeline" by Bill Worzel
* "Review of Firebreaks: War/Peace Game" by Kevin J. Anderson
* "RQ/Questworld: Juvenile Non-Fiction Sourcebooks - Children's Books on Foreign Cultures" by Ken Rolston
* "Traveller Variant: The Underworld - Some Shadier Interstellar Services" by Jon Mattson
* "Shields and Weapon Parrying: Variant for Villains And Vigilantes" by Jeff Dee
* "Magic: Metaphor Made Manifest" by Greg Costikyan
* My Life & Role-Playing
"Ex-Wargamer Reveals All" by H.N. Voss
"From Khazan to Melnibone ... and Back Again" by Ken St. Andre
* "Operation Link-Up: A Morrow Project Scenario For Post- Holocaust Earth" by Barron Barnett and William A. Barton
* Game Reviews
The Morrow Project (Timeline)
Monster Manual (TSR)
Superworld (Chaosium)
Privateers And Gentlemen (FGU)
Timeship (Yaquinto)
Pavis (Chaosium)
Nomads of the World-Ocean (GDW)
Traitor (FASA)
Heart of the Sunken Land (Midkemia)
* "Adventure by Design: Tragedy Or Melodrama" by Ken Rolston
* "Designer's Notes: Man, Myth & Magic" by Herbie Brennan
* "Sword Of Hollywood" by Larry DiTillio
* Film Reviews
Android
Fire And Ice
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Death's Darkness
Level: Fourth
Range: 9"
Duration: 1 Round + 1 Round/level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: Special
When this spell is cast the magic user causes a globe of darkness to come into being. Those inside who have not been selected by the caster as being immune will not be able to see. Those affected will also suffer damage each round they are in the globe.
Those affected by the globe will be affected as if they were in a Darkness spell. This version will not be countered by a Light or Continual Light spell. Use of either of those spells will allow the individual who cast it only to see for one round. It will also prevent or heal any damage for the round it was cast.
Those in the area of affect and not marked for exemption by the caster will also suffer damage from the darkness. The damage is from a link to the Negative Material Plane. Those suffering the effects of the globe will take 1d4 damage per round. They are entitled to a saving throw and will only suffer half damage rounded up if made. A new saving throw must be made each round they are in the area of effect.
The material component of this spell is a dust made from the remains of a slain vampire, the cremated remains of a blind man and a mixture of powdered black gemstones. The mixture is thrown into the air in the direction of the desired area of effect when the spell is cast.
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
Monday, November 28, 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