"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

Tuesday, March 6, 2012

Once & Future King, Binding

This is the last of the World Books I will be posting about. I am not sure what  I am going to write qualifies as a post. This is a book that except for what I  have read on the back I know nothing about. The idea of Arthur In Space sounds  interesting th9ugh and it might be something I would play sometime if the  opportunity presented itself.

There was a movie from the early 80's called Knightriders. It was basically a  story about a group of bikers that were trying to live out the ideal of Camelot  but on Motorcycles and doing it as a traveling show. I know this is in no way  related to the book but I liked the idea of the movie so I can see an appeal  for me. Does anyone have any experience with this setting?

Published: 1994
Pages: 144

From the back Cover:

The year is AD 4485. Technology has advanced to the point that the entire solar  system is populated, a central mainframe computer links every household, and  normal humans are no longer genetically capable of violence. Life, however, is  far from dull. The Knights of Arthur's Round Table live again, and they have  molded civilization to their own liking. Masking technology's function within  the trappings of medieval form, these nobles travel upon robotic horses, bearing  electronic swords and armor. Meanwhile, the wonders of the royal court come to  life again as Morgan Le Fay and others weave their spells of intrigue and deceit  in hopes of bringing ruin to the king of Camelot.



Level: Seventh
Range: 9"
Duration: Special
Area of Effect: Target Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None

When this spell is cast the magic user causes the target creature to become  bound to the location that they are currently in. The spell will prevent the  target from leaving until such time as they have fulfilled specific terms.

The target creature will become bound to the current location they are in. The  are must have a definable boundary. They can become bound to a room a dungeon, a  building a fort or even a walled city. Until such time as they have meet the  specific requirements stated during the casting they can not leave the boundaries  of the area specified. While under the affects of the spell the target will not  age nor will they need feed or water.

The caster will be able to specify that the target either answer a number of  "real" questions. The number is equal to the caster intelligence divided by  three. Real questions are ones that are stated as being as such. Asking them if  they are OK or the like will not be counted as a question. The caster can also  specify a single task be performed. The task must be one that can be performed  within the boundaries of the area the target is bound to.

The material component of this spell is a talisman that the caster binds the  target to. The talisman must stay within the boundaries of the location the  target is bound to. While bound they can not see or touch the talisman but  others can. If the talisman ever leaves the boundaries of the location they are  bound to the spell is broken.

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. 

1 comment:

Chris Hogan said...

Does anyone have any experience with this setting?

Played it some back in the 90s. It was good cheesy fun, even if the skills system was a little too prescriptive for the genre (perils of a Universal system though...)

Our GM de-mundane-ified the given terraformed solar system setting (with MegaTraveller tables and Space 1889 content IIRC).

Thematic elements and style of play were equally informed by KAPendragon, Spelljammer and Saturday morning cartoons. In many ways it prefigured the later Fading Suns campaigns I was involved in.

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