"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

Thursday, November 10, 2011

Different Worlds #6, Snowman

Different Worlds #6

Dec/Jan 1980

Cover price: $2

Cover: Rick Becker

    * "Gangster! An Overview" by Leonard H. Kanterman, M.D.
    * "Game Variant: Super Rules for Superhero: 44" by Brian Wagner
    * "RQ and D&D: Finding Level in RuneQuest" by Ray Turney
    * "How to Make Monsters Interesting" by Lee Gold
    * "D&D Variant: Vardy Combat System - Part 1" by John T. Sapienza, Jr.
    * "The World of Crane" by George V. Schubel
    * "Insanity Table" by Lewis Pulsipher
    * "RQ/Gateway Cult: The Cult of Gestetner" by Greg Costikyan
    * "A Letter From Gigi" by Gigi D'Arn


Spell:

Snowman


Level: Fifth
Range: 6"
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user will summon forth a creature that will in most ways resemble a well built snowman. The creature summoned will be humanoid in shape and will have defined appendages.

The summoned creature will have one hit die per level of the caster plus one hit point per level of the caster. When the creature is summoned the DM will need to roll the hit dice and record them in the order rolled. The creature will start with a base armor class of 10 and improve one place per level of the caster. The creature will be at the command of the caster and when attacking will get two attacks per round doing 1d8+1 each.

If the snowman is summoned in an area that is below freezing then it will retain these stats. Id the ambient temperature is higher than freezing then the snowman will lose on hit die per round (last rolled first) and their armor class will get one point worse per round. If the snowman is reduced to zero hit points because of lost hit dice it will return to the plane summoned from. Any spell doing cold based damage directed at the snowman will heal it in place of causing it damage.

The material component of this spell is a silk hat that must be placed on the snowman when it is summoned. When the snowman returns to the plan summoned from for whatever reason the aht will remain and can 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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