"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

Saturday, March 24, 2012

30 Sided Character and Other Tales, Freezing Flames

This is the last of the 30 sided books that I have. I think there is one more  that may have been a self published effort but I am not sure. These are books that I bought and probably did not give enough attention to when I bought them. They are all packed away now and I am struggling with the idea of digging through all  the boxes just to find them. In the end I fear inertia will (has?) won out! The  information from Waynes Books apparently listed all the tables in the book which  in an of itself is a boon.

Published: 1986
Pages: 45

From tomeoftreasures.com

More 30 sided charts devoted mostly to character development and situation  within a gaming campaign. More of the same Liddil humor that amongst many others  includes dice generating charts called To Weird Classify and Childhood Drama  Affecting You.

From waynesbooks.com

30 Sided Character and Other Tales

singing the p.r. blues
species with embellishment
the way you are
family and kinsmen who influenced you
what the gypsy read in the cards
how tall, how heavy and how unusual you are
things that make you different
childhood trauma affecting you
things you love and hate
the profession of your choice
things packed in your knapsack by your mother
combat wounds and traumas

people you meet out and around
people you meet in a bazaar
people you would find in a tavern
more people in a tavern
conversations with tavern owners
more conversations with tavern owners
conversations and encounters with gate cards
men, nearmen and notmen who can spoil your day
groups of men and notmen looking for trouble
encounter with a wizard
people you meet in a village
animals domestic or otherwise
the undead, near dead, never alive & very, very bad

swampland and jungle trails
specialized terrain (mountains)
weapons, weapons
more weapons
treasure, treasure
alternate worlds
other alternate worlds
magic spells you never heard of on scrolls
mondo magic spells
cryptic clues and signs of the times
more signs of the times
close encounters of the indoor kind
yes-no table
too weird to classify"


Freezing Flames

Level: Second
Range: 6"
Duration: Special
Area of Effect: One Fire
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special

With the casting of this spell the magic user will cause a normal fire to become  something very dangerous to a weary traveler. The fire will seem to be  generating heat but in reality it will be feeding off of the warmth from those  around it. One unusual side effect of this spell is that the fuel for the fire  is never consumed so a fire could potentially burn forever if not disturbed.

The fire will be normal for a period of one turn after the spell is cast on it.  After that point in time anyone who spends more than two turns resting in the  area it would generate heat for will begin to suffer the effect of the flames.  Those up and about and moving in and out of the sphere of warmth will not be  affected.

For each round a potential victim is in the area of effect they will suffer the  effect of having their constitution lowered by one point. This will continue  until the victim leaves the area of effect of the spell. If a victim is in the  area of effect and their constitution drops below three they will lapse into a  coma and if their constitution drops below zero they will die.

Each round a victim is in the area and suffer the effect they are entitled to  roll to detect the effect though for every four rounds they are in the effect  the saving throw has a -1 applied to it up to a maximum of -4. If they detect  the effect and leave then the loose will stop. At this time they will need to  make another saving throw and if failed they will suffer one point of damage for  every point of constitution lost. If the save is made then they suffer no  damage.

Victims of this spell will need to spend time resting to recover the points of  constitution after leaving the area of effect. Points will be regained at a rate  of one per hour except for those below three. Points between three and zero will  require one full day of rest to recover. Being near an active warming fire will  reduce the time by half.

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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