"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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