"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, December 4, 2011

Different Worlds #39, Vision Jump

Different Worlds #39

The Magazine For Adventurers

Sep/Oct 1984

Cover price: $3

Cover: Brad W. Foster

    * "Sword Of Hollywood" by Larry DiTillio
    * "Secret Societies Part 3: The African Leopard Men" by E.S.  Erkes
    * "V.W.P.B.N.L.: Things Your Gamemaster Never Told You" by  Quentin Long
    * "Creating Realistic Cities for Fantasy Adventures" by  William Hamblin, Ph.D.
    * "Dwellers in the Aztec Night: Nightmares of the Mexican  Indians" by Ernest Hogan
    * My Life & Role-Playing
      "On the Road" by Aaron Allston
    * "Supermap 1: The Waterfront" by Michael Gray
    * Game Reviews
      Paranoia (West End)
      Element Masters (Escape Ventures)
      The Adventures of Indiana Jones (TSR)
      Indiana Jones and the Temple of Doom (TSR)
      Raiders of the Lost Ark (TSR)
      Octopussy (Victory Games)
      You Only Live Twice (Victory Games)
      Timemaster (Pacesetter)
      Timemaster Screen (Pacesetter)
      Crossed Swords (Pacesetter)
      Other Suns (FGU)
      Stalking the Night Fantastic (Tri Tac)
      Thieves' Guild (Gamelords)
      The Fungi From Yuggoth (Chaosium)
      Champions III (Hero Games)
      Heroes 1 & 2 (Avalon Hill)
      Star Trek III Sourcebook Update (FASA)
      Veterans (GDW)
    * Book Reviews
      A Separate Star by Frank Kelly Freas (Greenswamp)
      The Palladium Book of Contemporary Weapons (Palladium)
      Unicorns! (Ace)
    * Film Reviews
    * "A Letter from Gigi" by Gigi D'Arn

Published by Sleuth Publications, Ltd.
48 pages + 8-page module stapled to center of issue.


Vision Jump

Level: Fourth
Range: Special
Duration: Special
Area of Effect: Caster
Components: V,S,M
Casting Time: 7 Segments
Saving Throw: None

When this spell is cast the magic user is able to see through the  eyes of another individual or even creature. They can then  continue to make this occur multiple times until there is no  longer a valid target for their vision to jump to.

The caster's vision must jump to a target that is not in their  vision. If the target does come into their field of vision the  spell is broken. The range that their vision can jump each time  is 1" per level of experience. The caster can specify an initial  direction for the spell to go towards but after that the direction  will be randomly determined until a target can be found.

Once the caster's vision has jumped they will see what the target  of the spell is seeing. The target of the spell will also see  this and be none the wiser as to the fact that their vision is  being shared. The caster has no influence on what the target does  or where they look.

The caster can make their vision jump at any given time. The  range it can jump will still be 1" per level of experience. Once  a connection is made their is no limit on the maximum distance a  target can move away from the caster. The spell will remain in  effect as long as the caster maintains concentration.

The material component of this spell will be a preserved human or  demihuman eyeball. It must come from the same race as the caster  and the individual it came from will need to have been someone  who had reason to use their eyes for nefarious reasons.

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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