Legend of the Five Rings is a game that I wish I knew more about. I had the misfortune of having it come out while I was in the depth of my M:tG addiction. It was released in 1997 for the first edition of L5R by Alderac Entertainment Group. I know it was popular and had quite a following. The concept of a game based on an oriental culture has intrigued me going back to Bushido and Oriental Adventures from TSR.
The item above is one of those items that I am not sure how I came across it or why I bought it. I suspect it was part of a bulk lot I bought at an auction or off eBay perhaps. I am not sure that I even own the L5R core rulebook. If I don't own the game owning the Game Master's Pack does not seem like a logical acquisition but then sometimes logic does not factor into the situation.
The Game Master's Pack your standard GM Screen and includes a book of supplemental material. In the book are new rules and a short adventure. I have not had a chance or really a reason to review the book so this is not much of a review. I will hopefully someday have reason to use this or better yet see it in use from the players side of the screen...mental note that would be a great title for a blog or a series of articles.
The following was taken from RPG Geek:
The first edition three panel GM's screen for Legend of the Five Rings. The included pack adds rules for maho (black magic) and hit locations. It also includes an adventure, "The Hare Clan" which ties into the adventure included in the first edition rulebook. The adventure also includes a "Kolat Code" sheet for which no solution was included. Certain elements of the adventure tied into the L-1 City of Lies and S-1 Tomb of Iuchiban boxed sets.
Spell:
Cassandra's Sphere of Protection
Level: Seventh
Range: None
Duration: One Round/Level
Area of Effect: 1" Sphere/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes a sphere of protection to come into being. The sphere will cause any who try to enter it to be teleported away. The effect of the teleportation will cause any who try to enter the sphere to be teleported in a random direction. The affected will be teleported anywhere from 25" to 36" inches away from the edge of the sphere.
The sphere will be able to send away a limited number of individuals per round. This will be a number equal to the level of the caster. If more than that number try to enter the sphere then any in excess will make it through for the remainder of that round. If at any point anyone in the caster's party or the caster themselves leave the sphere then the spell is broken.
The material component of this spell will be a crystal sphere. The sphere will not be used up with the casting of the spell and may be reused.
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.
"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
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