"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

Wednesday, December 21, 2011

Revised 2e Dungeon Master Guide, Light of the Night


A book that does not need much said about it. This is the second  release of the second edition Dungeon Master Guide. This one was  released six years (give or take) after the original release of  the second edition. The book is basically a tweaked copy of the  original with minor errata.

I was not a fan of this version of the book. The font was larger  and there was new art work but none of that appealed to me. For  some reason this version seemed washed out to me. I can't really  define what I mean by that but it just felt off in some manner.  It was most likely a case where i had been so familiar with the  original that I saw no need to re-buy a book I already had. I of  course eventually did.

This is one is strictly a matter of taste if you want it or not.  I do not even know that the additional material is warranted. It  is easier to read because of the layout so if that is important  then go for it. I found it a little weird that both second  versions of the DMG in both 1e and 2e dealt with doors and for  the first printing they dealt with fighting a monster.

Published 1995
Pages 256

From the back of the book:

"Here is the essential manual for the AD&D game Dungeon Master.  All the information you need to create and run thrilling, sword- and-sorcery adventures is clearly laid out in the DUNGEON MASTER  GUIDE. Learn all there is to know about magical spells, hundreds  of magical devices and treasures, battles, travel, experience  awards, and more. This fresh, new format is your guidebook to the  challenging world of the AD&D Dungeon Master!"


Spell:

Light of the Night


Level: Second
Range: 9"
Duration: 6 Turns + 6 Turns/Level
Area of Effect: Caster + 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user alters the vision  capabilities of those selected as targets for the spell. The  targets of the spell must be willing recipients for the spell to  affect them.

This spell causes the target to have their vision capabilities  reversed. This will mean that they can see in complete and utter  darkness just as if it were a bright sunny day. This will of  course mean that if direct sunlight they will be handicapped just  as if they would be in normal darkness.

Recipients of this spell that have infravision and ultravision  will still have those abilities. They will function just as they  normally would but the level of effectiveness is reversed.

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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