"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

Wednesday, March 14, 2012

Al-Qadim Arabian Adventures, Directed Fireball

The Al-Qadim campaign setting ranks fourth (maybe third) in my list of favorite  settings. The top two are Greyhawk and Mystara. I go back and forth or the next  two which are the Birthright setting and Al-Qadim. They are in a virtual tie and  I am not sure what would make it so I could make a decision one way or the  other.

I think the actual setting for Birthright I like more but it is the exotic  flavor of the Al-Qadim that brings it up into a tie. This setting as I have said  before appeals to me more than the Maztica setting for some reason, which for  the record comes in after Ravenloft but before the Forgotten Realms. Sometime I  will need to do a post breaking down the list with more details as to why they  fall where they do.

Growing up I remember reading stories from the Arabian Nights collection  somewhere and being fascinated with it. I am not sure if it was any more magical  than the Greek and Roman myths or even the Norse myths but the setting and names  were different than any I had read before. This fascination has always stuck  with me.

Published: 1992
Pages: 160

From the back cover:

Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of  smoke and fire--such wonders, spun into tales by the fabled Scheherazade,  enchanted a king for a thousand and one nights.

The AL-QADIM(TM) campaign will enchant role-players for a thousand and one more.

You are about to discover an exotic realm inspired by the tales of Sinbad, Ali  Baba, and other classics from the Arabian Nights. The first in a series of  products, this volume features everything DMs and players need to launch the  AL-QADIM campaign:

- New rules for adventure, including desert survival, turning the hand of Fate,  and averting the mysterious power of the evil eye
- New roles to play: bold desert raiders, swashbuckling corsairs, clandestine  slayers, mystic clerics, wizards of fire, sorcerers who command the genies, and  more--over 20 roles in all!
- New proficiencies, from camel-riding to haggling at the bazaar
- New spells and a unique realm of magic, featuring the provinces of flame,  wind, sea, and sand
- An introduction to Zakhara, Land of Fate, a new setting for the AL-QADIM  campaign

Your flying carpet awaits; step aboard and let the magical journey begin.


Directed Fireball

Level: Fourth
Range: 9" + 1" Level
Duration: Instantaneous
Area of Effect: 3" Sphere
Components: V,S,M
Casting Time: 4 Segments
Saving Throw: Halves

This spell allows the magic user to create a fireball effect without the full  area of effect affect. The spell will affect only targets in the area of effect  and not the environment.

The spell is similar in effect to a clerical Flame Strike but it will affect  every target in the area of effect. The caster has no ability to exclude a  target in the sphere even if desired. The spell will do the same damage as a  traditional Fireball spell.

The material component of this spell is the same as the third level Fireball  spell. That being bat guano and sulfur but for this spell there will be a  number of small balls as opposed to the single ball for the lower level spell.

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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