White Wolf Night Edition was a free periodical that was produced amazingly enough by White Wolf. It was intended to support and/or promote their products. I do not see where it was mailed so it had to be distributed through game and comic shops.
The copies I have were obtained in the secondary market. I know I ended up purchasing just them in an eBay lot some time ago. I wanted to see what they were and most likely overpaid but I got six of them and paid less than $5 including shipping. The issue above is #3 and it was bi-monthly. The next issue I have is #6 and it had moved to quarterly by then. The last issue I have is #18 and that was fall of 2000 so I know it ran for at least that long.
Being close to magazines these are something I find fun to read. It is also nice to be able to see what was planned by the company and then compare it to what actually happened. I guess in the end it really just clutter though as it offers no really measurable gaming support. In a society where one of the most profitable businesses is self storage units and PODS I guess I am not the only one that keeps stuff like this!
Spell:
Spell Blank
Level: Fourth
Range: 6"
Duration: None
Area of Effect: One Caster
Components: V,S
Casting Time: 3 Segments
Saving Throw: Special
Whith the casting of this spell the magic user will accomplish two things when involved in a hostile situation with another spell caster. The first is that they will be able to know the mind of the other caster. The second is that they will be able eliminate one or more spells from the others caster's arsenal.
When the spell is initially cast the magic user will be able to see what other spells that the target has memorized. This spell will only work on targets that memorize spells and not one that only have spell like abilities. The DM will need to present the caster with just the list of spells that have left not what might have been memorized and already used and not their full list of available spells.
After getting the list the caster will then be able to pick a spell and have it wiped from the mind of the victim. If this spell is fourth level or lower then there is no saving throw. The spell will simply vanish. If the spell is higher than fourth then the victim is entitled to a saving throw. If the initial spell is eliminated then the caster can pick another to have vanish. Regardless of this spells level the victim will get a save. If made the spell is not lost otherwise it will be lost as well. This process will continue until a save is made. Saving throws after the second are made with a progressive +1 until the process stops.
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
Thursday, October 20, 2011
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