I have not had a chance to play The Curse of the Witch Head not have I even had a chance to give it a good read to write a full review. When i stared this blog it was more just to share what I owned and provide some commentary on the items. I never intended it to be a full review site. I will continue to try and do that as I can but this is not one of the items I can do that with.
There is a good review of it written up over at the Acaeum. It can be found here:
Overall the review was very positive. The only real complaints in the review were that there was not a scale provided on the map and that it was short. Not that it was short in a bad way only that it was good enough that they wished there had been more.
From the publisher's website:
"Over two centuries ago, the Duke Ithinge ordered an underground complex to be built to house the Witch Head and keep it from those who would use its powers for evil. The construction of the complex was performed in a remote and secret place, its chambers and corridors filled with traps and terrors devised by his new court wizard. With the complex completed, the laborers were enchanted to never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was written in legend that the heir who destroyed the relic would be the last of the line. The Curse of the Witch Head is designed for 4-6 characters of levels 6-10 and is compatible with 1st Edition gaming."
Duration: 2 Rounds/Level
Area of Effect: One Creature
Casting Time: 5 Segments
Saving Throw: Special
When this spell is cast the magic user will cause the pain threshold of the intended victim to be lowered. This will have the effect of causing them to suffer increased damage from any melee attacks.
The increase in damage will depend on the effect of the saving throw. If it is made there will be done but they will suffer some direct damage then. If the save is failed by less than four points then they will suffer 50% more damage. If it is failed by five or more points then they will suffer 100% more damage for the duration of the spell.
If the saving throw is made then they will instead suffer immediate damage without an additional save to reduce it. If the saving throw is made they will suffer 1d4 points of damage for every point that they made their saving throw by.
There will be an additional odd result if the victim fails their saving throw. If a victim fails their saving throw they will become immune to magic effects that target them directly for the duration of the spell. This will include both harmful and beneficial magical effects.
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.