Different Worlds #35
The Magazine for Adventure Role-Players
Special Horror Issue
Jul/Aug 1984
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "More Magic for Call of Cthulhu" by Randy McCall
* My Life & Role-Playing
"From Vermont to Arizona" by Michael A. Stackpole
* "Blame It On Cthulhu: Creating Plots for Call Of Cthulhu" by Larry DiTillio
* "Death Scenes: Aftermaths of Cthulhoid Kills" by Sandy Petersen
* "Monsters of Green Hell: Amazon Artuams - Part One" by Ernest Hogan
* "Module for Superworld, Champions, V&V: The Star-Devourer" by Steve Perrin
* Game Reviews
Witch Hunt (Statcom)
Behind Enemy Lines (FASA)
Thieves' World (Chaosium)
Q Manual (Victory Games)
Autoduel Champions (Steve Jackson Games)
The Asylum (Chaosium)
Fate of the Sky Raiders (FASA)
The Mines Of Keridav (Gamelords)
Dungeonland (TSR)
The Land Beyond the Magic Mirror (TSR)
Deathstroke (Hero Games)
Forms And Charts (GDW)
* "Playtesting RuneQuest" by Jeff Okamoto
* Books & Gaming
Through Dungeons Deep (Reston)
* Film Reviews
Indiana Jones and the Temple of Doom
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Conquered Champion
Level: Fifth
Range: 9"
Duration: Special
Area of Effect: 1-3 Slain Creatures
Components: V,S
Casting Time: 1 Round
Saving Throw: None
With the casting of this spell the magic user is able to bind a recently slain opponent or opponents to them. The purpose of this will be to make them serve as henchmen for use in combat. The caster will be able to select anywhere from one to three creatures.
When the spell is cast the magic user selects the targets of the spell. These must all be recently slain opponents of the caster or the group that he is with. The targets may be monsters or even humanoid/demihuman opponents. The caster must select all of the opponents at the time of casting and may not change or add to this except through other castings of this spell. When the spell is cast the corpses of the victims will disappear.
The spell will bind then for a period of up to 24 hours from the time the spell is cast. The victims are not with the caster all of that time period. They are summoned as needed in combat situations. The caster can summon any mix of the bound creatures for a total of three combat encounters but only a total of three uses. This means that they could summon one creature three times or two once and then one a final time or three in one single encounter. Creatures will appear fully healed and equipped as they were when first encountered. Material possessions from the conquered champions can not be taken a second time and will vanish with the corpses.
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
Wednesday, November 30, 2011
Tuesday, November 29, 2011
Different Worlds #34, Glimpse
Different Worlds #34
The Magazine for Adventure Role-Players
Superhero Special Issue
May/June 1984
Cover price: $3
Cover: Will Meugniot
* "DNAgents" by Steve Perrin
* "DNAgents: Stats for Champions" by Ray Greer
* "DNAgents: Stats for Superworld" by Steve Perrin
* "DNAgents: Stats for Villains And Vigilantes" by Jack Herman
* "Superworld Errata 2" by Steve Perrin
* "Prophets & Role-Playing: How to Make Life Difficult for Adventurer-Kings" by Jeff P. Swycaffer
* "AD&D Variant: Critical Hits & Fumbles - The Ultimate Tables for Critical Rolls" by Roy Pitta
* "Star Fleet Command: Philosophy & Attitudes - Guide to Role-Playing Star Trek" by Paul Montgomery Crabaugh
* "Call Of Cthulhu Adventure: The Crystal of Chaos" by Peter Gilham
* Game Reviews
James Bond 007 (Victory Games)
Gamesmaster Pack (Victory Games)
Dungeons & Dragons: Basic Rules Set 1 (TSR)
Tarsus (GDW)
Thieves' Guild IV (Gamelords)
Thieves' Guild V (Gamelords)
Thieves' Guild VI (Gamelords)
Shadows of Yog-Sothoth (Chaosium)
The Ruins Of Chicago (Timeline)
The Compleat Alchemist (Bard Games)
The Spirit Stones (FASA)
Far Traveller 1 (FASA)
Harn (Columbia Games)
* Books & Gaming
Song Of Sorcery (Bantam)
The Unicorn Creed (Bantam)
* "Sword Of Hollywood" by Larry DiTillio
* Film Previews
Greystoke: The Legend of Tarzan, Lord of the Apes
Conan The Destroyer
The Last Starfighter
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Glimpse
Level: Second
Range: 6"
Duration: None
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
When this spell is caster the magic user is able to peek into the mind of another creature/spell caster and glimpse their remaining memorized spells.The caster is then presented with options to either enhance their spells or affect the victims.
After glimpsing the targets remaining spells the caster is then permitted to pick a spell to replace Glimpse. The spell can be of any level that they have an open slot for. They can also pick from any spell they know and not just one that had been previously memorized.
If the caster does not elect to do this then they can opt to instead force one of the spells they saw using Glimpse from the mind of the victim. If this option is used then the victim is while be able to see into the mind of the caster. In addition to seeing the memorized spells of the caster there is a 3% chance per point of intelligence that the victim can return in kind in regards to removing a spell. If this occurs then the caster can remove another spell and the process can again repeat until the victim does not have an option to remove spells or elects not to.
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.
The Magazine for Adventure Role-Players
Superhero Special Issue
May/June 1984
Cover price: $3
Cover: Will Meugniot
* "DNAgents" by Steve Perrin
* "DNAgents: Stats for Champions" by Ray Greer
* "DNAgents: Stats for Superworld" by Steve Perrin
* "DNAgents: Stats for Villains And Vigilantes" by Jack Herman
* "Superworld Errata 2" by Steve Perrin
* "Prophets & Role-Playing: How to Make Life Difficult for Adventurer-Kings" by Jeff P. Swycaffer
* "AD&D Variant: Critical Hits & Fumbles - The Ultimate Tables for Critical Rolls" by Roy Pitta
* "Star Fleet Command: Philosophy & Attitudes - Guide to Role-Playing Star Trek" by Paul Montgomery Crabaugh
* "Call Of Cthulhu Adventure: The Crystal of Chaos" by Peter Gilham
* Game Reviews
James Bond 007 (Victory Games)
Gamesmaster Pack (Victory Games)
Dungeons & Dragons: Basic Rules Set 1 (TSR)
Tarsus (GDW)
Thieves' Guild IV (Gamelords)
Thieves' Guild V (Gamelords)
Thieves' Guild VI (Gamelords)
Shadows of Yog-Sothoth (Chaosium)
The Ruins Of Chicago (Timeline)
The Compleat Alchemist (Bard Games)
The Spirit Stones (FASA)
Far Traveller 1 (FASA)
Harn (Columbia Games)
* Books & Gaming
Song Of Sorcery (Bantam)
The Unicorn Creed (Bantam)
* "Sword Of Hollywood" by Larry DiTillio
* Film Previews
Greystoke: The Legend of Tarzan, Lord of the Apes
Conan The Destroyer
The Last Starfighter
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Glimpse
Level: Second
Range: 6"
Duration: None
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
When this spell is caster the magic user is able to peek into the mind of another creature/spell caster and glimpse their remaining memorized spells.The caster is then presented with options to either enhance their spells or affect the victims.
After glimpsing the targets remaining spells the caster is then permitted to pick a spell to replace Glimpse. The spell can be of any level that they have an open slot for. They can also pick from any spell they know and not just one that had been previously memorized.
If the caster does not elect to do this then they can opt to instead force one of the spells they saw using Glimpse from the mind of the victim. If this option is used then the victim is while be able to see into the mind of the caster. In addition to seeing the memorized spells of the caster there is a 3% chance per point of intelligence that the victim can return in kind in regards to removing a spell. If this occurs then the caster can remove another spell and the process can again repeat until the victim does not have an option to remove spells or elects not to.
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.
Monday, November 28, 2011
Different Worlds #33, Death's Darkness
Different Worlds #33
The Magazine for Adventure Role-Players
Special Post-Holocaust Issue
March/April 1984
Cover price: $3
Cover: Steve Purcell
* "Playtesting The Morrow Project: An Anecdotal Report from Timeline" by Bill Worzel
* "Playing Hints for The Morrow Project: Advice for Players from Timeline" by Bill Worzel
* "Review of Firebreaks: War/Peace Game" by Kevin J. Anderson
* "RQ/Questworld: Juvenile Non-Fiction Sourcebooks - Children's Books on Foreign Cultures" by Ken Rolston
* "Traveller Variant: The Underworld - Some Shadier Interstellar Services" by Jon Mattson
* "Shields and Weapon Parrying: Variant for Villains And Vigilantes" by Jeff Dee
* "Magic: Metaphor Made Manifest" by Greg Costikyan
* My Life & Role-Playing
"Ex-Wargamer Reveals All" by H.N. Voss
"From Khazan to Melnibone ... and Back Again" by Ken St. Andre
* "Operation Link-Up: A Morrow Project Scenario For Post- Holocaust Earth" by Barron Barnett and William A. Barton
* Game Reviews
The Morrow Project (Timeline)
Monster Manual (TSR)
Superworld (Chaosium)
Privateers And Gentlemen (FGU)
Timeship (Yaquinto)
Pavis (Chaosium)
Nomads of the World-Ocean (GDW)
Traitor (FASA)
Heart of the Sunken Land (Midkemia)
* "Adventure by Design: Tragedy Or Melodrama" by Ken Rolston
* "Designer's Notes: Man, Myth & Magic" by Herbie Brennan
* "Sword Of Hollywood" by Larry DiTillio
* Film Reviews
Android
Fire And Ice
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Death's Darkness
Level: Fourth
Range: 9"
Duration: 1 Round + 1 Round/level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: Special
When this spell is cast the magic user causes a globe of darkness to come into being. Those inside who have not been selected by the caster as being immune will not be able to see. Those affected will also suffer damage each round they are in the globe.
Those affected by the globe will be affected as if they were in a Darkness spell. This version will not be countered by a Light or Continual Light spell. Use of either of those spells will allow the individual who cast it only to see for one round. It will also prevent or heal any damage for the round it was cast.
Those in the area of affect and not marked for exemption by the caster will also suffer damage from the darkness. The damage is from a link to the Negative Material Plane. Those suffering the effects of the globe will take 1d4 damage per round. They are entitled to a saving throw and will only suffer half damage rounded up if made. A new saving throw must be made each round they are in the area of effect.
The material component of this spell is a dust made from the remains of a slain vampire, the cremated remains of a blind man and a mixture of powdered black gemstones. The mixture is thrown into the air in the direction of the desired area of effect when the spell is cast.
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.
The Magazine for Adventure Role-Players
Special Post-Holocaust Issue
March/April 1984
Cover price: $3
Cover: Steve Purcell
* "Playtesting The Morrow Project: An Anecdotal Report from Timeline" by Bill Worzel
* "Playing Hints for The Morrow Project: Advice for Players from Timeline" by Bill Worzel
* "Review of Firebreaks: War/Peace Game" by Kevin J. Anderson
* "RQ/Questworld: Juvenile Non-Fiction Sourcebooks - Children's Books on Foreign Cultures" by Ken Rolston
* "Traveller Variant: The Underworld - Some Shadier Interstellar Services" by Jon Mattson
* "Shields and Weapon Parrying: Variant for Villains And Vigilantes" by Jeff Dee
* "Magic: Metaphor Made Manifest" by Greg Costikyan
* My Life & Role-Playing
"Ex-Wargamer Reveals All" by H.N. Voss
"From Khazan to Melnibone ... and Back Again" by Ken St. Andre
* "Operation Link-Up: A Morrow Project Scenario For Post- Holocaust Earth" by Barron Barnett and William A. Barton
* Game Reviews
The Morrow Project (Timeline)
Monster Manual (TSR)
Superworld (Chaosium)
Privateers And Gentlemen (FGU)
Timeship (Yaquinto)
Pavis (Chaosium)
Nomads of the World-Ocean (GDW)
Traitor (FASA)
Heart of the Sunken Land (Midkemia)
* "Adventure by Design: Tragedy Or Melodrama" by Ken Rolston
* "Designer's Notes: Man, Myth & Magic" by Herbie Brennan
* "Sword Of Hollywood" by Larry DiTillio
* Film Reviews
Android
Fire And Ice
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Death's Darkness
Level: Fourth
Range: 9"
Duration: 1 Round + 1 Round/level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: Special
When this spell is cast the magic user causes a globe of darkness to come into being. Those inside who have not been selected by the caster as being immune will not be able to see. Those affected will also suffer damage each round they are in the globe.
Those affected by the globe will be affected as if they were in a Darkness spell. This version will not be countered by a Light or Continual Light spell. Use of either of those spells will allow the individual who cast it only to see for one round. It will also prevent or heal any damage for the round it was cast.
Those in the area of affect and not marked for exemption by the caster will also suffer damage from the darkness. The damage is from a link to the Negative Material Plane. Those suffering the effects of the globe will take 1d4 damage per round. They are entitled to a saving throw and will only suffer half damage rounded up if made. A new saving throw must be made each round they are in the area of effect.
The material component of this spell is a dust made from the remains of a slain vampire, the cremated remains of a blind man and a mixture of powdered black gemstones. The mixture is thrown into the air in the direction of the desired area of effect when the spell is cast.
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.
Sunday, November 27, 2011
Different Worlds #32, Luck of the Dice
Different Worlds #32
The Magazine for Adventure Role-Players
Ancient Cultures Special Issue
Jan/Feb 1984
Cover price: $3
Cover: Brad Foster
* "The Cliff Dwellers: Indians of the Classic Pueblo Period" by Ken Rolston
* "Lost Ball Games of Meso-America: Deadly Sport of the Indians" by Ernest Hogan
* "The Kabbalah and Fantasy Role-Playing Games: Mystical Books of Judaism" by Simcha Kuritzky
* "RQ3 Preview: RuneQuest Fantasy Roleplaying Adventure" by Greg Stafford
* "Make Love, Not War: Sex and Romance in Traveller" by Terrence McInnes
* "Threat of the Nighthaunt: A Superhero Adventure for Superworld and Champions" by Jon Mattson
* My Life & Role-Playing
"Starting Young" by Sandy Petersen
* "Sword Of Hollywood" by Larry DiTillio
* Game Reviews
Villains And Vigilantes (FGU)
Enemies, Enemies II (Hero Games)
Death In Dunwich (TOME)
Merc, Merc Supplement 1: In Country (FGU)
Prison Planet (GDW)
* "Superworld Errata" by Steve Perrin
* "Adventure by Design: Adapting Published Fantasy Role- Playing Materials for Your Own Campaign" by Ken Rolston
* Film Reviews
Yor, The Hunter from the Future
Space Hunter: Adventures in the Forbidden Zone
Metalstorm: The Destruction of Jared-Syn
Never Say Never Again
Brainstorm
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Luck of the Dice
Level: Third
Range: None
Duration: 4 Rounds
Area of Effect: Caster
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
With the casting of this spell the magic user is able to call upon higher powers to enhance their chances or performing actions for a period of time. The amount of help will be totally random and up to the luck of the dice.
The round after the spell is cast and for three more the caster will have a pool of luck (points) to call upon. They can only use the points once per round and they must be used on an action or save that the caster is trying or called upon to make. The points are universal and they can be used to affect saving throws or the number of creatures affected (though the maximum possible as defined by spells etc are still in effect).
The DM will roll a d4 each round and that will determine the type of dice for number of points 1=d4, 2=d6, 3=d8, 4=d10. The DM will then roll the appropriate dice and make note of it. The caster can use those points for anything in that round. Points not used in a round can not be carried forward are lost. If the caster is of any chaotic alignment then the DM should add a another 1d4 points each round.
The material component of this spell is a set of small polyhedral dice. The set will need to be made of either a precious metal or gemstones. The dice are not destroyed 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.
The Magazine for Adventure Role-Players
Ancient Cultures Special Issue
Jan/Feb 1984
Cover price: $3
Cover: Brad Foster
* "The Cliff Dwellers: Indians of the Classic Pueblo Period" by Ken Rolston
* "Lost Ball Games of Meso-America: Deadly Sport of the Indians" by Ernest Hogan
* "The Kabbalah and Fantasy Role-Playing Games: Mystical Books of Judaism" by Simcha Kuritzky
* "RQ3 Preview: RuneQuest Fantasy Roleplaying Adventure" by Greg Stafford
* "Make Love, Not War: Sex and Romance in Traveller" by Terrence McInnes
* "Threat of the Nighthaunt: A Superhero Adventure for Superworld and Champions" by Jon Mattson
* My Life & Role-Playing
"Starting Young" by Sandy Petersen
* "Sword Of Hollywood" by Larry DiTillio
* Game Reviews
Villains And Vigilantes (FGU)
Enemies, Enemies II (Hero Games)
Death In Dunwich (TOME)
Merc, Merc Supplement 1: In Country (FGU)
Prison Planet (GDW)
* "Superworld Errata" by Steve Perrin
* "Adventure by Design: Adapting Published Fantasy Role- Playing Materials for Your Own Campaign" by Ken Rolston
* Film Reviews
Yor, The Hunter from the Future
Space Hunter: Adventures in the Forbidden Zone
Metalstorm: The Destruction of Jared-Syn
Never Say Never Again
Brainstorm
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Luck of the Dice
Level: Third
Range: None
Duration: 4 Rounds
Area of Effect: Caster
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
With the casting of this spell the magic user is able to call upon higher powers to enhance their chances or performing actions for a period of time. The amount of help will be totally random and up to the luck of the dice.
The round after the spell is cast and for three more the caster will have a pool of luck (points) to call upon. They can only use the points once per round and they must be used on an action or save that the caster is trying or called upon to make. The points are universal and they can be used to affect saving throws or the number of creatures affected (though the maximum possible as defined by spells etc are still in effect).
The DM will roll a d4 each round and that will determine the type of dice for number of points 1=d4, 2=d6, 3=d8, 4=d10. The DM will then roll the appropriate dice and make note of it. The caster can use those points for anything in that round. Points not used in a round can not be carried forward are lost. If the caster is of any chaotic alignment then the DM should add a another 1d4 points each round.
The material component of this spell is a set of small polyhedral dice. The set will need to be made of either a precious metal or gemstones. The dice are not destroyed 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.
Saturday, November 26, 2011
Different Worlds #31, Simple Theft
Different Worlds #31
The Magazine for Adventure Role-Players
Special Fantasy Issue
November 1983
Cover price: $3
Cover: Steve Purcell
* "The Sunstone Multiverse: A Cosmology for Pantheistic Worlds" by W. Glenn Kirkconnell
* "The Cup Of Death: Poisons for Use in Fantasy Role-Playing Campaigns" by Larry DiTillio
* "Origins '83 Scrapbook" by Tadashi Ehara
* "Stormbringer Scenario: Bastions Of Balo" by Ken St. Andre
* My Life & Role-Playing
"There and Back Again" by Dave Hargrave
"Nostalgia" by Gerald D. Seypura
"Life as a Non-Player Character" by Gigi D'Arn
* Game Reviews
Mechanoid Series: The Mechanoid Invasion, The Journey, Homeworld (Palladium)
The Traveller Book (GDW)
Espionage! (Hero Games)
Droids (Integral Games)
The Arkham Evil (TOME)
Lady In Distress (TSR)
Vault of the Ni'er Queyon (FGU)
RuneQuest Companion (Chaosium)
* "Adventure by Design: Using Published Scenarios" by Ken Rolston
* "Sword of Hollywood" by Larry DiTillio
* "Film Review: Krull" by John Nubbin
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Simple Theft
Level: Second
Range: Sight
Duration: Instant
Area of Effect: One Item
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user is able to acquire one specific non magical item of their selection. The item acquired will be moved from its current location to that of the caster's choice. Attempts can be made to acquire magical items though that is harder to accomplish.
The item that the caster selects will be teleported from its current location to the one selected by the caster. There are limitations on this though. The item and the desired location must both be in line of sight (360 degrees) of the caster. The item may also not be in the direct possession of an individual (eg keys on a belt ring can be acquired but a sword held in the hand could not). The item can be made to appear anywhere within reason even within another item such as a container, drawer or pocket or even under another item.
Normal items will not be entitled to a saving throw to see if they are affected. Magical items will be entitled to a saving throw to see if they are affected. The saving throw will be made as a if the caster themselves were making a saving throw versus spells and the item will receive bonuses as it normally would. If the item is being placed on another individual they are entitled to a perception roll at the DM's discretion based on the situation.
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.
The Magazine for Adventure Role-Players
Special Fantasy Issue
November 1983
Cover price: $3
Cover: Steve Purcell
* "The Sunstone Multiverse: A Cosmology for Pantheistic Worlds" by W. Glenn Kirkconnell
* "The Cup Of Death: Poisons for Use in Fantasy Role-Playing Campaigns" by Larry DiTillio
* "Origins '83 Scrapbook" by Tadashi Ehara
* "Stormbringer Scenario: Bastions Of Balo" by Ken St. Andre
* My Life & Role-Playing
"There and Back Again" by Dave Hargrave
"Nostalgia" by Gerald D. Seypura
"Life as a Non-Player Character" by Gigi D'Arn
* Game Reviews
Mechanoid Series: The Mechanoid Invasion, The Journey, Homeworld (Palladium)
The Traveller Book (GDW)
Espionage! (Hero Games)
Droids (Integral Games)
The Arkham Evil (TOME)
Lady In Distress (TSR)
Vault of the Ni'er Queyon (FGU)
RuneQuest Companion (Chaosium)
* "Adventure by Design: Using Published Scenarios" by Ken Rolston
* "Sword of Hollywood" by Larry DiTillio
* "Film Review: Krull" by John Nubbin
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Simple Theft
Level: Second
Range: Sight
Duration: Instant
Area of Effect: One Item
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user is able to acquire one specific non magical item of their selection. The item acquired will be moved from its current location to that of the caster's choice. Attempts can be made to acquire magical items though that is harder to accomplish.
The item that the caster selects will be teleported from its current location to the one selected by the caster. There are limitations on this though. The item and the desired location must both be in line of sight (360 degrees) of the caster. The item may also not be in the direct possession of an individual (eg keys on a belt ring can be acquired but a sword held in the hand could not). The item can be made to appear anywhere within reason even within another item such as a container, drawer or pocket or even under another item.
Normal items will not be entitled to a saving throw to see if they are affected. Magical items will be entitled to a saving throw to see if they are affected. The saving throw will be made as a if the caster themselves were making a saving throw versus spells and the item will receive bonuses as it normally would. If the item is being placed on another individual they are entitled to a perception roll at the DM's discretion based on the situation.
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.
Friday, November 25, 2011
Different Worlds #30, Level the Field
Different Worlds #30
The Magazine for Adventure Role-Players
Special Superhero Issue
September 1983
Cover price: $3.00
Cover: Alan Okamoto
* "Superhero Special Feature: Subplots & Supervillains - Role-playing in the world of comic book superheroes" by John Carnahan
* "Metal Marvels: Call Of Cthulhu Miniatures" by John T. Sapienza, Jr.
* "Superhero Special Feature: The New Teen Titans - Stats for Champions" by Steve Peterson
* "Superhero Special Feature: The New Teen Titans - Stats for Superworld" by Steve Perrin
* "Superhero Special Feature: The New Teen Titans - Stats for Villains & Vigilantes" by Jack Herman
* My Life & Role-Playing
"Confessions of a Role-Playing Junkie" by Herbie Brennan
* "Call Of Cthulhu Adventure: The Wail of the Witch" by Keith Herber
* Books & Gaming
A Distant Mirror (Ballantine)
Shadow Magic (Ace)
* "Adventure by Design: Plotting the Adventure" by Ken Rolston
* Game Reviews
Champions II (Hero Games)
Star Trek: The Role-Playing Game (FASA)
Heroes Of Olympus (Task Force)
The Forest Lords of Dihad (Gamelords)
The Warrior Lords of Darok (Metagaming)
Library Data (N-Z) (GDW)
* "Sword of Hollywood" by Larry DiTillio
* "Special Report: A Game Forever - Avalon Hill to publish new edition of Chaosium's RuneQuest" by Tadashi Ehara
* Film Review
Blue Thunder
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Level the Field
Level: Third
Range: None
Duration: Instantaneous
Area of Effect: 1 Creature/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will cause the hit points of the selected members in their party and that of another to be equaled out. This will be done on a percentage basis and not on the actual number of hit points that are possessed.
The caster will be able to select the exact party members this will work for but they must always be included in the selected group. The caster will also be able to select what creatures will be affected on the other side. The limitation on this is that they must be in line of sight of the caster.
The DM will need to note that this spell can be used in different ways. The caster can use this to boost the hit points of the party or lower that of the opposing force. The creatures affected will notice that something has happened but will not know the source unless the caster is obviously visible to them.
The material component of this spell will be a small set of silver scales. The scales will not be consumed with the casting of the spell and may be reused. The cost of the scales should be no less than 50 gp.
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.
The Magazine for Adventure Role-Players
Special Superhero Issue
September 1983
Cover price: $3.00
Cover: Alan Okamoto
* "Superhero Special Feature: Subplots & Supervillains - Role-playing in the world of comic book superheroes" by John Carnahan
* "Metal Marvels: Call Of Cthulhu Miniatures" by John T. Sapienza, Jr.
* "Superhero Special Feature: The New Teen Titans - Stats for Champions" by Steve Peterson
* "Superhero Special Feature: The New Teen Titans - Stats for Superworld" by Steve Perrin
* "Superhero Special Feature: The New Teen Titans - Stats for Villains & Vigilantes" by Jack Herman
* My Life & Role-Playing
"Confessions of a Role-Playing Junkie" by Herbie Brennan
* "Call Of Cthulhu Adventure: The Wail of the Witch" by Keith Herber
* Books & Gaming
A Distant Mirror (Ballantine)
Shadow Magic (Ace)
* "Adventure by Design: Plotting the Adventure" by Ken Rolston
* Game Reviews
Champions II (Hero Games)
Star Trek: The Role-Playing Game (FASA)
Heroes Of Olympus (Task Force)
The Forest Lords of Dihad (Gamelords)
The Warrior Lords of Darok (Metagaming)
Library Data (N-Z) (GDW)
* "Sword of Hollywood" by Larry DiTillio
* "Special Report: A Game Forever - Avalon Hill to publish new edition of Chaosium's RuneQuest" by Tadashi Ehara
* Film Review
Blue Thunder
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Level the Field
Level: Third
Range: None
Duration: Instantaneous
Area of Effect: 1 Creature/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will cause the hit points of the selected members in their party and that of another to be equaled out. This will be done on a percentage basis and not on the actual number of hit points that are possessed.
The caster will be able to select the exact party members this will work for but they must always be included in the selected group. The caster will also be able to select what creatures will be affected on the other side. The limitation on this is that they must be in line of sight of the caster.
The DM will need to note that this spell can be used in different ways. The caster can use this to boost the hit points of the party or lower that of the opposing force. The creatures affected will notice that something has happened but will not know the source unless the caster is obviously visible to them.
The material component of this spell will be a small set of silver scales. The scales will not be consumed with the casting of the spell and may be reused. The cost of the scales should be no less than 50 gp.
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.
Thursday, November 24, 2011
Different Worlds #29, Soliloquy & Happy Thanksgiving
Different Worlds #29
The Magazine for Adventure Role-Players
World-building and Campaign Creation
June 1983
Cover price: $3.00
Cover: Alan Okamoto
* "Ringworld Preview: The Ultimate Science-Fiction Role-Playing World" by John Hewitt
* "Building the Campaign: A Literary Model" by Ken Rolston
* "DW Presents the World of: Slobbovia" by Greg Costikyan
* "Traveller: Battle-Riders vs. Battleships - The Navy Replies" by John Harshman
* "The Entebor Campaign" by David Frauenfelder & Michael Vinson
* "Godwar: How to Run a Multiverse Campaign" by Mike Sweeney
* "Pandora: Rational World Creation" by Arlen P. Walker
* "Variant Combat Rules for Call Of Cthulhu" by Paul Montgomery Crabaugh
* "Adventure By Design: Gamemastering on a Budget" by Ken Rolston
* "Advice from Rurik: RuneQuest Q&A"
* Reviews
Star Frontier (TSR)
Gangbusters (TSR Hobbies)
Starfleet Voyages (Terra Games)
* "Metal Marvels" by John T. Sapienza, Jr.
* Books and Gaming
City of the Chasch (DAW)
Servants of the Wankh (DAW)
The Dirdir (DAW)
The Pnume (DAW)
Frostflower and Thorn (Berkeley)
Frostflower and Windbourne (Berkeley)
* "Sword of Hollywood" by Larry DiTillio
* Film Review
Return of the Jedi
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Soliloquy
Level: Zero
Range: None
Duration: 1 Round + 1 Round/Level or Special
Area of Effect: Special
Components: V
Casting Time: None
Saving Throw: Negates
When this spell is cast the magic user will cause all in ear shot to pay attention to them. Those hearing the caster should be able to understand the language being spoken though the caster can try and captivate those who do not understand them as well by use of mannerisms and body language.
While listening to the caster those who have failed their save will not be aware of anything else going on around them unless there is something that is significant to distract them. This spell can not be cast if there has been any sort of combat going on involving the caster and those listening to them. The saving throw will be modified by the charisma of the caster with a -1 per point of charisma over 14.
Those in the casters party will be unaffected and will be able to act without restriction. The distraction provided by the caster will allow the equivalent of a +2 to any rolls needed to perform and secretive actions.
The duration of the spell and the saving throw can be modified by the actions of the player. If nothing special is done the standard duration and saving trow will apply. If the player decides to role play out the soliloquy then the DM can extend the duration and modify the saving throw as appropriate. The duration and adjustment should only be reduced if the player really botches their speech.
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.
For all of you in the US and any other areas where Thanksgiving is being recognized hope you all have a safe and Happy Thanksgiving. I also hope that the reasons for thanks out number the others by more than a few.
The Magazine for Adventure Role-Players
World-building and Campaign Creation
June 1983
Cover price: $3.00
Cover: Alan Okamoto
* "Ringworld Preview: The Ultimate Science-Fiction Role-Playing World" by John Hewitt
* "Building the Campaign: A Literary Model" by Ken Rolston
* "DW Presents the World of: Slobbovia" by Greg Costikyan
* "Traveller: Battle-Riders vs. Battleships - The Navy Replies" by John Harshman
* "The Entebor Campaign" by David Frauenfelder & Michael Vinson
* "Godwar: How to Run a Multiverse Campaign" by Mike Sweeney
* "Pandora: Rational World Creation" by Arlen P. Walker
* "Variant Combat Rules for Call Of Cthulhu" by Paul Montgomery Crabaugh
* "Adventure By Design: Gamemastering on a Budget" by Ken Rolston
* "Advice from Rurik: RuneQuest Q&A"
* Reviews
Star Frontier (TSR)
Gangbusters (TSR Hobbies)
Starfleet Voyages (Terra Games)
* "Metal Marvels" by John T. Sapienza, Jr.
* Books and Gaming
City of the Chasch (DAW)
Servants of the Wankh (DAW)
The Dirdir (DAW)
The Pnume (DAW)
Frostflower and Thorn (Berkeley)
Frostflower and Windbourne (Berkeley)
* "Sword of Hollywood" by Larry DiTillio
* Film Review
Return of the Jedi
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Soliloquy
Level: Zero
Range: None
Duration: 1 Round + 1 Round/Level or Special
Area of Effect: Special
Components: V
Casting Time: None
Saving Throw: Negates
When this spell is cast the magic user will cause all in ear shot to pay attention to them. Those hearing the caster should be able to understand the language being spoken though the caster can try and captivate those who do not understand them as well by use of mannerisms and body language.
While listening to the caster those who have failed their save will not be aware of anything else going on around them unless there is something that is significant to distract them. This spell can not be cast if there has been any sort of combat going on involving the caster and those listening to them. The saving throw will be modified by the charisma of the caster with a -1 per point of charisma over 14.
Those in the casters party will be unaffected and will be able to act without restriction. The distraction provided by the caster will allow the equivalent of a +2 to any rolls needed to perform and secretive actions.
The duration of the spell and the saving throw can be modified by the actions of the player. If nothing special is done the standard duration and saving trow will apply. If the player decides to role play out the soliloquy then the DM can extend the duration and modify the saving throw as appropriate. The duration and adjustment should only be reduced if the player really botches their speech.
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.
For all of you in the US and any other areas where Thanksgiving is being recognized hope you all have a safe and Happy Thanksgiving. I also hope that the reasons for thanks out number the others by more than a few.
Wednesday, November 23, 2011
Different Worlds #28, Wasting Curse
Different Worlds #28
The Magazine for Adventure Role-Players
Special Player-Character Issue
April 1983
Cover price: $3.00
Cover: Gayle Hamilton
* "The Dragon Character Class for D&D: Dragons Demand Equality" by John T. Sapienza, Jr.
* "Winged Humanoids" by Jane & Morgan Woodward
* "DragonQuest: The Angels" by Paul Montgomery Crabaugh
* "Role-Playing Nonhumans" by Mason Jones
* "Role-Playing Humans" by John T. Sapienza, Jr.
* "Other Senses" by Sandy Petersen
* "For RuneQuest: Cult of Taigaluk the Hunter" by Greg Wilson
* "H.P. Lovecraft in Call Of Cthulhu" by Ed Gore
* "Planetary Encounters for Traveller" by Mason Jones
* "Dragons Past 1: Gloranthan Military Experience for RuneQuest Player-Characters" by Greg Stafford
* "Violence in Role-Playing: The Lessons Of Television" by Michael B. Kelly
* "Live Role-Playing: As Practiced by the International Fantasy Gaming Society" by Mark P. Simmons
* "Top Secret: Contact" by Paul Montgomery Crabaugh
* "Adventure By Design" by Sandy Petersen
* Books & Role-Playing
Hecate's Cauldron (DAW)
Lady Of Light (Timescape Books)
The Swordbearer (Timescape Books)
* Reviews
The Archaeron Game System: Module AGS-C1 "Warrior" and Module AGS-F1 "Mage" (Archaeron Games)
Jonril: Gateway to the Sunken Lands (Midkemia Press)
The FCI Consumer Guide (FASA)
The Lost City, B4 (TSR Hobbies)
The Solomani Rim (Game Designers' Workshop)
Dwarves (Role Aids)
* "The Sword Of Hollywood" by Larry DiTillio
* Film Review
High Road to China
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Wasting Curse
Level: Seventh
Range: Touch
Duration: Permanent
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special
With the casting of this spell the magic user inflicts a terrible wasting curse upon the victim. The spell will affect the victim even if a saving throw is made though the effect will be much less dramatic.
Victims who fail their saving throw will immediately suffer one hit point per level of the caster. They will also suffer a loss of one point to a random ability score. The damage that is done will not heal normally and even magical healing will have a limited effect. Magical healing will cure one point of damage per level of the spell and nothing more. The spell will cause 2-5 points of damage per day and the character will lose a cumulative one point per day of attribute. The loss will be spread evenly across all attributed determined randomly if needed. The spell can only be broken by a cleric of like alignment as the victim casting a Remove Curse and only if cast on holy ground. Once removed the victim can be healed normally and attribute points will be restored at a point a day.
Victims who are lucky enough to make their saving throw will still suffer damage and lose attributes on a temporary basis. The victim who makes their save will suffer damage equal to two points per level of the caster. This can only be healed through magical means though it will allow for the full effect. They will also lose on point from all attributes but these will be restored at a point per day (determined randomly) without the need of a Remove Curse spell.
Victims who die from this spell will become a higher level undead creature (except vampire or lich). The type can be assigned by the DM as they feel appropriate or determined randomly. The undead will be under control of the DM though input from the player should be allowed. The sole purpose of the undead will be to exact revenge upon the magic user who cast the spell on them. Until such time as the curse is lifted or the magic user is dead nothing short of a Wish will restore the character back to life.
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.
The Magazine for Adventure Role-Players
Special Player-Character Issue
April 1983
Cover price: $3.00
Cover: Gayle Hamilton
* "The Dragon Character Class for D&D: Dragons Demand Equality" by John T. Sapienza, Jr.
* "Winged Humanoids" by Jane & Morgan Woodward
* "DragonQuest: The Angels" by Paul Montgomery Crabaugh
* "Role-Playing Nonhumans" by Mason Jones
* "Role-Playing Humans" by John T. Sapienza, Jr.
* "Other Senses" by Sandy Petersen
* "For RuneQuest: Cult of Taigaluk the Hunter" by Greg Wilson
* "H.P. Lovecraft in Call Of Cthulhu" by Ed Gore
* "Planetary Encounters for Traveller" by Mason Jones
* "Dragons Past 1: Gloranthan Military Experience for RuneQuest Player-Characters" by Greg Stafford
* "Violence in Role-Playing: The Lessons Of Television" by Michael B. Kelly
* "Live Role-Playing: As Practiced by the International Fantasy Gaming Society" by Mark P. Simmons
* "Top Secret: Contact" by Paul Montgomery Crabaugh
* "Adventure By Design" by Sandy Petersen
* Books & Role-Playing
Hecate's Cauldron (DAW)
Lady Of Light (Timescape Books)
The Swordbearer (Timescape Books)
* Reviews
The Archaeron Game System: Module AGS-C1 "Warrior" and Module AGS-F1 "Mage" (Archaeron Games)
Jonril: Gateway to the Sunken Lands (Midkemia Press)
The FCI Consumer Guide (FASA)
The Lost City, B4 (TSR Hobbies)
The Solomani Rim (Game Designers' Workshop)
Dwarves (Role Aids)
* "The Sword Of Hollywood" by Larry DiTillio
* Film Review
High Road to China
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Wasting Curse
Level: Seventh
Range: Touch
Duration: Permanent
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Special
With the casting of this spell the magic user inflicts a terrible wasting curse upon the victim. The spell will affect the victim even if a saving throw is made though the effect will be much less dramatic.
Victims who fail their saving throw will immediately suffer one hit point per level of the caster. They will also suffer a loss of one point to a random ability score. The damage that is done will not heal normally and even magical healing will have a limited effect. Magical healing will cure one point of damage per level of the spell and nothing more. The spell will cause 2-5 points of damage per day and the character will lose a cumulative one point per day of attribute. The loss will be spread evenly across all attributed determined randomly if needed. The spell can only be broken by a cleric of like alignment as the victim casting a Remove Curse and only if cast on holy ground. Once removed the victim can be healed normally and attribute points will be restored at a point a day.
Victims who are lucky enough to make their saving throw will still suffer damage and lose attributes on a temporary basis. The victim who makes their save will suffer damage equal to two points per level of the caster. This can only be healed through magical means though it will allow for the full effect. They will also lose on point from all attributes but these will be restored at a point per day (determined randomly) without the need of a Remove Curse spell.
Victims who die from this spell will become a higher level undead creature (except vampire or lich). The type can be assigned by the DM as they feel appropriate or determined randomly. The undead will be under control of the DM though input from the player should be allowed. The sole purpose of the undead will be to exact revenge upon the magic user who cast the spell on them. Until such time as the curse is lifted or the magic user is dead nothing short of a Wish will restore the character back to life.
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.
Tuesday, November 22, 2011
Different Worlds #27, Repulsion
Different Worlds #27
The Magazine for Adventure Role-Players
Urban Adventuring Issue
March 1983
Cover price: $3.00
Cover: Mark Roland
* "FRP Town Design Survey" by Ken Rolston
* "An Introduction to the City of RuneQuest Pavis: Threshold To Danger" by Greg Stafford & Steve Perrin
* "Thieves' World Mini-Supplement: The 'Empty' Buildings of Sanctuary" by Anders Swenson
* "Antagonists for the Gangster! and Call Of Cthulhu role-playing games: Mob Leaders" by Glenn Rahman
* "Call Of Cthulhu Scenario: Thoth's Dagger" by William Hamblin
* "In the City of Tenochtitlan, a Man Used to be ... Dressed for a Flowery Death" by Ernest Hogan
* Books & Role-Playing
The King Arthur Companion (Reston)
Aztec (Avon)
The Sun, He Dies (Signet)
Tomoe Gozen (Ace)
Golden Naginata (Ace)
* Reviews
Swordbearer (Heritage USA)
Daredevils (Fantasy Games Unlimited)
SoloQuest (Chaosium)
The Trail of the Sky Raiders (FASA)
Starport Module One: Hotel Complex (FASA)
* "Metal Marvels Presents: Heritage's Conan Line" by John T. Sapienza, Jr.
* "Adventure By Design: Designer, Entertain Thyself" by Greg Stafford
* "The Sword of Hollywood" by Larry DiTillio
* Film Review
Videodrome
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Repulsion
Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes the hands of the target creature to be enveloped in a field of energy. The field will have no immediate detrimental effect on the target and will be invisible to the naked eye.
The field will cause the hands of the victim to repel any items that they might try to pick up. If the target is currently holding any items they will need to make a roll versus their strength at a +4 or drop the item. If they do retain possession of the item anytime they move it they will need to make another save. If it is a weapon being held any attacks will be at -4 to hit. If they are not holding anything they will be unable to grasp any items for the duration of the spell as their hands or the items will be pushed away from any other object.
The material component of this spell will be a pair of bar magnets. The magnets will need to be of equal size and shape. They will not be destroyed 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.
The Magazine for Adventure Role-Players
Urban Adventuring Issue
March 1983
Cover price: $3.00
Cover: Mark Roland
* "FRP Town Design Survey" by Ken Rolston
* "An Introduction to the City of RuneQuest Pavis: Threshold To Danger" by Greg Stafford & Steve Perrin
* "Thieves' World Mini-Supplement: The 'Empty' Buildings of Sanctuary" by Anders Swenson
* "Antagonists for the Gangster! and Call Of Cthulhu role-playing games: Mob Leaders" by Glenn Rahman
* "Call Of Cthulhu Scenario: Thoth's Dagger" by William Hamblin
* "In the City of Tenochtitlan, a Man Used to be ... Dressed for a Flowery Death" by Ernest Hogan
* Books & Role-Playing
The King Arthur Companion (Reston)
Aztec (Avon)
The Sun, He Dies (Signet)
Tomoe Gozen (Ace)
Golden Naginata (Ace)
* Reviews
Swordbearer (Heritage USA)
Daredevils (Fantasy Games Unlimited)
SoloQuest (Chaosium)
The Trail of the Sky Raiders (FASA)
Starport Module One: Hotel Complex (FASA)
* "Metal Marvels Presents: Heritage's Conan Line" by John T. Sapienza, Jr.
* "Adventure By Design: Designer, Entertain Thyself" by Greg Stafford
* "The Sword of Hollywood" by Larry DiTillio
* Film Review
Videodrome
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
56 pages.
Spell:
Repulsion
Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes the hands of the target creature to be enveloped in a field of energy. The field will have no immediate detrimental effect on the target and will be invisible to the naked eye.
The field will cause the hands of the victim to repel any items that they might try to pick up. If the target is currently holding any items they will need to make a roll versus their strength at a +4 or drop the item. If they do retain possession of the item anytime they move it they will need to make another save. If it is a weapon being held any attacks will be at -4 to hit. If they are not holding anything they will be unable to grasp any items for the duration of the spell as their hands or the items will be pushed away from any other object.
The material component of this spell will be a pair of bar magnets. The magnets will need to be of equal size and shape. They will not be destroyed 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.
Monday, November 21, 2011
Different Worlds #25, Transformation
Different Worlds #25
The Magazine for Adventure Role-Players
November 1982
Cover price: $2.75
Cover: Mark Roland
* "For Call Of Cthulhu and Similar-Period Games: Divination Skills" by Randy McCall
* "Campaign Tip: The Calendar & Your Campaign World" by John T. Sapienza, Jr.
* "Effects of Mass in Traveller" by William C.S. Affleck Asch Lowe
* "Convention Report: Humor and Rumor at GENCON XV" by Paul Reiche III
* "Convention Tips: Do You Have Fun at Fantasy Role-Playing Conventions?" by Ken Rolston
* "ORIGINS '82 Scrapbook" by Tadashi Ehara
* "First Annual Game Designers' Guild Banquet & Beer Bash" by Tadashi Ehara
* Books & Role-Playing
Strata (Science Fiction Book Club)
Blade Runner/Do Androids Dream of Electric Sheep? (Del Rey)
* "Illusion: Theory And Practice" by Richard L. Snider
* "Adventure By Design - Beating Order into Chaos: Outlining Your Ideas" by Paul Jaquays
* Reviews
Man, Myth and Magic (Yaquinto)
Aslan Mercenary Ships (FASA)
Cities (Midkemia Press)
RQ Borderlands (Chaosium)
* "Metal Marvels: Characters and Monsters by TA-HR, Demon Lords by Spartan Miniatures" by John T. Sapienza, Jr.
* "The Sword Of Hollywood" by Larry DiTillio
* Film Review
Beastmaster
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Transformation
Level: Ninth
Range: Touch/Special
Duration: Permanent
Area of Effect: One Creature
Components: V,S,M
Casting Time: One Round
Saving Throw: None/Special
With the casting of this spell the magic user causes an terrible transformation to take place in the victim of the spell if they fail their saving throw. Even those that make their save will suffer a loss of life energy of a variable level.
This spell can be cast in two manners. The first of these will require that the magic user touch the target of the spell. The second option allows the caster to put the spell on an item so that the next person to don the item will suffer the effect of the spell.
If the spell is cast via touch then the creature that is touched by the caster will not be entitled to a saving throw. When the target is touched they will immediately be transformed in regards to race, sex and class. They will need to re-roll their statistics as well. The victim will retain their experience points and as a result their level may change. The DM should arrive at a means of determining the class randomly among what is allowed. In addition the target will be teleported to either their base of operations or not having such a location where someone of their race would be born to. The victim retains all knowledge about their former life and what happened to them.
If the spell is cast on an item then the creature that dons the item will be entitled to a saving throw. If the save is made then they are not transformed. They will suffer a loss of one energy level. They will then need to make a saving throw and if that fails another will be lost. This will be repeated until such time that a saving throw is made.
The casting of this spell is not done lightly by the caster in most cases. The energy connected with this spell will allow it be cast only once per game month. When the spell is cast the magic user will immediately age five years. If the spell is cast by touch then the caster will be required to make a saving throw and if they fail then they will lose one level of experience as a result of the casting. If cast into an item then the caster will lose one level of experience and is not entitled to a saving throw. If the caster is within a 12" range when the effect of the item triggers they will stand a 50/50 chance of gaining any energy levels lost by the victim.
The material component of this spell will be a small set of gem encrusted platinum dice. These will be rolled by the caster and vanish when the spell is cast. The victim of the spell will find them on their person regardless of the outcome of the spell after it triggers. The cost of these dice will not be less than 1000 gp.
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.
The Magazine for Adventure Role-Players
November 1982
Cover price: $2.75
Cover: Mark Roland
* "For Call Of Cthulhu and Similar-Period Games: Divination Skills" by Randy McCall
* "Campaign Tip: The Calendar & Your Campaign World" by John T. Sapienza, Jr.
* "Effects of Mass in Traveller" by William C.S. Affleck Asch Lowe
* "Convention Report: Humor and Rumor at GENCON XV" by Paul Reiche III
* "Convention Tips: Do You Have Fun at Fantasy Role-Playing Conventions?" by Ken Rolston
* "ORIGINS '82 Scrapbook" by Tadashi Ehara
* "First Annual Game Designers' Guild Banquet & Beer Bash" by Tadashi Ehara
* Books & Role-Playing
Strata (Science Fiction Book Club)
Blade Runner/Do Androids Dream of Electric Sheep? (Del Rey)
* "Illusion: Theory And Practice" by Richard L. Snider
* "Adventure By Design - Beating Order into Chaos: Outlining Your Ideas" by Paul Jaquays
* Reviews
Man, Myth and Magic (Yaquinto)
Aslan Mercenary Ships (FASA)
Cities (Midkemia Press)
RQ Borderlands (Chaosium)
* "Metal Marvels: Characters and Monsters by TA-HR, Demon Lords by Spartan Miniatures" by John T. Sapienza, Jr.
* "The Sword Of Hollywood" by Larry DiTillio
* Film Review
Beastmaster
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Transformation
Level: Ninth
Range: Touch/Special
Duration: Permanent
Area of Effect: One Creature
Components: V,S,M
Casting Time: One Round
Saving Throw: None/Special
With the casting of this spell the magic user causes an terrible transformation to take place in the victim of the spell if they fail their saving throw. Even those that make their save will suffer a loss of life energy of a variable level.
This spell can be cast in two manners. The first of these will require that the magic user touch the target of the spell. The second option allows the caster to put the spell on an item so that the next person to don the item will suffer the effect of the spell.
If the spell is cast via touch then the creature that is touched by the caster will not be entitled to a saving throw. When the target is touched they will immediately be transformed in regards to race, sex and class. They will need to re-roll their statistics as well. The victim will retain their experience points and as a result their level may change. The DM should arrive at a means of determining the class randomly among what is allowed. In addition the target will be teleported to either their base of operations or not having such a location where someone of their race would be born to. The victim retains all knowledge about their former life and what happened to them.
If the spell is cast on an item then the creature that dons the item will be entitled to a saving throw. If the save is made then they are not transformed. They will suffer a loss of one energy level. They will then need to make a saving throw and if that fails another will be lost. This will be repeated until such time that a saving throw is made.
The casting of this spell is not done lightly by the caster in most cases. The energy connected with this spell will allow it be cast only once per game month. When the spell is cast the magic user will immediately age five years. If the spell is cast by touch then the caster will be required to make a saving throw and if they fail then they will lose one level of experience as a result of the casting. If cast into an item then the caster will lose one level of experience and is not entitled to a saving throw. If the caster is within a 12" range when the effect of the item triggers they will stand a 50/50 chance of gaining any energy levels lost by the victim.
The material component of this spell will be a small set of gem encrusted platinum dice. These will be rolled by the caster and vanish when the spell is cast. The victim of the spell will find them on their person regardless of the outcome of the spell after it triggers. The cost of these dice will not be less than 1000 gp.
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.
Sunday, November 20, 2011
Different Worlds #20, Siren's Song
Different Worlds #20
Magazine of Adventure Role-Playing Games
March 1982
Cover price: $2.50
Cover: Luise Perenne
* "General-Cover Story: Zarzeena's World" by Steve Perrin
* "Designer's Notebook: Heraldry" by Robin Wood
* "D&D Variant: Giving Birth" by Roby Ward
* "Traveller Scenario: Race for the Specter" by Doug Houseman
* "How to Design Mythology" by David P. Joiner
* Reviews
The Free City of Haven (Gamelords)
The Iron Wind (Iron Crown Enterprises)
Against The Giants (TSR)
Port O' Call: Tarlkin's Landing (Judges Guild)
Glimmerdrift Reaches (Judges Guild)
Crucis Margin (Judges Guild)
The Sinister Secrets of Saltmarsh (TSR)
* Books & Role-Playing
The Ice Is Coming (Del Rey)
Othergates No. 3, 1982: A Market Guide (Unique Graphics)
* "Source Article: The Mimi" by Ernest Hogan
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Siren's Song
Level: Third
Range: 9"
Duration: 1 Turn + 2 Rounds/Level
Area of Effect: One Creature/Round
Components: V,S
Casting Time: 7 Segments
Saving Throw: Negates
When this spell is cast the magic user causes one creature they target to become entranced by haunting music. In addition to their becoming entranced by the music the target will become invisible to all others save the caster for a period of five rounds the round after they wander off.
While entranced the target will wander off in the direction they perceive the music to be coming from. This should be randomly determined by the DM. While wandering the victim will do anything they can to get to the music but will not do anything that would cause immediate direct harm to themselves.
The caster will be able to affect one target per round up to a number of targets equal to their level of experience. The DM will need to make perception rolls for any others in the area of effect to see if they notice the others wandering off. This roll will be modified based on how discreet the caster has tried to be in picking targets off.
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.
Magazine of Adventure Role-Playing Games
March 1982
Cover price: $2.50
Cover: Luise Perenne
* "General-Cover Story: Zarzeena's World" by Steve Perrin
* "Designer's Notebook: Heraldry" by Robin Wood
* "D&D Variant: Giving Birth" by Roby Ward
* "Traveller Scenario: Race for the Specter" by Doug Houseman
* "How to Design Mythology" by David P. Joiner
* Reviews
The Free City of Haven (Gamelords)
The Iron Wind (Iron Crown Enterprises)
Against The Giants (TSR)
Port O' Call: Tarlkin's Landing (Judges Guild)
Glimmerdrift Reaches (Judges Guild)
Crucis Margin (Judges Guild)
The Sinister Secrets of Saltmarsh (TSR)
* Books & Role-Playing
The Ice Is Coming (Del Rey)
Othergates No. 3, 1982: A Market Guide (Unique Graphics)
* "Source Article: The Mimi" by Ernest Hogan
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Siren's Song
Level: Third
Range: 9"
Duration: 1 Turn + 2 Rounds/Level
Area of Effect: One Creature/Round
Components: V,S
Casting Time: 7 Segments
Saving Throw: Negates
When this spell is cast the magic user causes one creature they target to become entranced by haunting music. In addition to their becoming entranced by the music the target will become invisible to all others save the caster for a period of five rounds the round after they wander off.
While entranced the target will wander off in the direction they perceive the music to be coming from. This should be randomly determined by the DM. While wandering the victim will do anything they can to get to the music but will not do anything that would cause immediate direct harm to themselves.
The caster will be able to affect one target per round up to a number of targets equal to their level of experience. The DM will need to make perception rolls for any others in the area of effect to see if they notice the others wandering off. This roll will be modified based on how discreet the caster has tried to be in picking targets off.
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.
Saturday, November 19, 2011
Different Worlds #19, Vision Window
Different Worlds #19
Magazine of Adventure Role-Playing Games
Special Cthulhu Issue
February 1982
Cover price: $2.50
Cover: Roland Brown
* "Call Of Cthulhu: Designers' Notes" by Sandy Petersen & Lynn Willis
* "Call Of Cthulhu Variant: Guns Against Cthulhu" by Dick Wagenet
* "Call Of Cthulhu Scenario: Underground Menace" by Sandy Petersen
* "Call Of Cthulhu Errata and Second Thoughts"
* "Gangster!: Bad Guys for Modern Role-Playing - The Gang Leaders" by Glenn Rahman
* "Metal Marvels: Safe Storage for Figures - The Many Ways for Storing a Lead Figure Safely" by John T. Sapienza, Jr.
* "Adapting Thieves' World to Heroes Of Olympus: Thieves Of Sparta" by B. Dennis Sustare
* Reviews
Call Of Cthulhu (Chaosium)
The Spawn Of Fashan (Games of Fashan)
Deities And Demigods (TSR Hobbies)
Adventure Class Ships, Vol. 1 (FASA)
Palace of the Silver Princess (TSR)
The House on Hangman's Hill (Judges Guild)
Trial By Fire (Judges Guild)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Vision Window
Level: Third
Range: Unlimited
Duration: Special
Area of Effect: One Window
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None
When this spell is cast the magic user will be able to turn a normal non-magical window into a scrying device. The window will be limited in that it will only be able to view locations on another side of a window. Others able to see the window will be able to see what the caster is seeing.
The caster will be able to specify a specific window if desired and in that case they will lock into it. If they do not know the location of a window to use but have a general idea the spell will lock onto a random window in that area.
The caster can then view through that window. The can also make it so that they are viewing it from the opposite side. If not satisfied make it jump to the next closest window that has not been used. They can continue this until they are satisfied with the window they are viewing through.
The spell will last for as long as the caster maintains concentration and is viewing through the window themselves. The spell does have some drawbacks though. If the caster spends more than two rounds viewing through a window there is a 10% cumulative chance that the window will begin allow any others in the area being viewed to see the caster as well. Even if the chance is met then the DM will need to make a perception roll for those in the other location to see if they notice.
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.
Magazine of Adventure Role-Playing Games
Special Cthulhu Issue
February 1982
Cover price: $2.50
Cover: Roland Brown
* "Call Of Cthulhu: Designers' Notes" by Sandy Petersen & Lynn Willis
* "Call Of Cthulhu Variant: Guns Against Cthulhu" by Dick Wagenet
* "Call Of Cthulhu Scenario: Underground Menace" by Sandy Petersen
* "Call Of Cthulhu Errata and Second Thoughts"
* "Gangster!: Bad Guys for Modern Role-Playing - The Gang Leaders" by Glenn Rahman
* "Metal Marvels: Safe Storage for Figures - The Many Ways for Storing a Lead Figure Safely" by John T. Sapienza, Jr.
* "Adapting Thieves' World to Heroes Of Olympus: Thieves Of Sparta" by B. Dennis Sustare
* Reviews
Call Of Cthulhu (Chaosium)
The Spawn Of Fashan (Games of Fashan)
Deities And Demigods (TSR Hobbies)
Adventure Class Ships, Vol. 1 (FASA)
Palace of the Silver Princess (TSR)
The House on Hangman's Hill (Judges Guild)
Trial By Fire (Judges Guild)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Vision Window
Level: Third
Range: Unlimited
Duration: Special
Area of Effect: One Window
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None
When this spell is cast the magic user will be able to turn a normal non-magical window into a scrying device. The window will be limited in that it will only be able to view locations on another side of a window. Others able to see the window will be able to see what the caster is seeing.
The caster will be able to specify a specific window if desired and in that case they will lock into it. If they do not know the location of a window to use but have a general idea the spell will lock onto a random window in that area.
The caster can then view through that window. The can also make it so that they are viewing it from the opposite side. If not satisfied make it jump to the next closest window that has not been used. They can continue this until they are satisfied with the window they are viewing through.
The spell will last for as long as the caster maintains concentration and is viewing through the window themselves. The spell does have some drawbacks though. If the caster spends more than two rounds viewing through a window there is a 10% cumulative chance that the window will begin allow any others in the area being viewed to see the caster as well. Even if the chance is met then the DM will need to make a perception roll for those in the other location to see if they notice.
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.
Friday, November 18, 2011
Different Worlds #17, Sphere of Spoilage
Different Worlds #17
Magazine of Adventure Role-Playing Games
December 1981
Cover price: $2.50
Cover: Steve Leialoha
* "Solo RuneQuest Scenario: Ware Hall" by Sandy Petersen
* "D&D Variant: Speed In Melee" by Ronald Mark Pehr
* "Traveller: For Sale - Three New Fighters for Your SpaceForce" by Paul Montgomery Crabaugh
* "RQ/Gateway Cult: The Fire God of the Tundra Nomads - Enuk Manamee" by Greg Wilson
* "TFT: The Horseclans Player" by Ronald Mark Pehr
* "Skull & Crossbones Scenario: The Log of the Lively Lady" by Gerald Seypura
* "An Approach to World-Building: QuestWorld" by Lynn Willis, Greg Stafford, and the Chaosium Staff
* "Minatures: Conversions In Lead" by Robin Wood
* "D&D Magic: Devious Magic" by Robert Plamondon
* "D&D Variant: Non-Human Level Limits" by John T. Sapienza, Jr.
* Reviews"
Champions (Hero Games)
Ravenscrag (Judges Guild)
Assault on the Aerie of the Slave Lords (TSR)
In the Dungeons of the Slave Lords (TSR)
Cults Of Terror (Chaosium)
Dargon's Dungeon (Flying Buffalo)
The Illhiedrin Book (Judges Guild)
Zienteck (Judges Guild)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Sphere of Spoilage
Level: Third
Range: 9"
Duration: Permanent
Area of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 1 Round
Saving Throw: Special
When this spell is cast the magic user creates a magical sphere wherein any foodstuffs or liquids that enter it will be unusable. This spell effect will be permanent though it can be removed via a Remove Curse or more powerful spell.
The effect will be immediate and with no save for any edible materials that enter the area of effect. The same will be true for liquids that enter the sphere. The items will not become toxic they will become foul tasting and inert. Anyone eating or drinking items so affected will need to save versus poison to avoid becoming sick to their stomachs if they do try to eat. Anything they can keep down will serve no benefit as far as keeping them alive.
Magical foods or liquids, including potions, that enter the sphere will have a 50% chance of being affected by the magic of the sphere. Its that are affected will still be entitled to a saving throw. Those that make their save will not be affected and those that fail will become non-magical and suffer the same fate as non-magical items.
The material component of this spell will be a small piece of spoiled food or tainted liquid. The caster will be required to eat or drink the material component during the casting of the 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.
Magazine of Adventure Role-Playing Games
December 1981
Cover price: $2.50
Cover: Steve Leialoha
* "Solo RuneQuest Scenario: Ware Hall" by Sandy Petersen
* "D&D Variant: Speed In Melee" by Ronald Mark Pehr
* "Traveller: For Sale - Three New Fighters for Your SpaceForce" by Paul Montgomery Crabaugh
* "RQ/Gateway Cult: The Fire God of the Tundra Nomads - Enuk Manamee" by Greg Wilson
* "TFT: The Horseclans Player" by Ronald Mark Pehr
* "Skull & Crossbones Scenario: The Log of the Lively Lady" by Gerald Seypura
* "An Approach to World-Building: QuestWorld" by Lynn Willis, Greg Stafford, and the Chaosium Staff
* "Minatures: Conversions In Lead" by Robin Wood
* "D&D Magic: Devious Magic" by Robert Plamondon
* "D&D Variant: Non-Human Level Limits" by John T. Sapienza, Jr.
* Reviews"
Champions (Hero Games)
Ravenscrag (Judges Guild)
Assault on the Aerie of the Slave Lords (TSR)
In the Dungeons of the Slave Lords (TSR)
Cults Of Terror (Chaosium)
Dargon's Dungeon (Flying Buffalo)
The Illhiedrin Book (Judges Guild)
Zienteck (Judges Guild)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Sphere of Spoilage
Level: Third
Range: 9"
Duration: Permanent
Area of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 1 Round
Saving Throw: Special
When this spell is cast the magic user creates a magical sphere wherein any foodstuffs or liquids that enter it will be unusable. This spell effect will be permanent though it can be removed via a Remove Curse or more powerful spell.
The effect will be immediate and with no save for any edible materials that enter the area of effect. The same will be true for liquids that enter the sphere. The items will not become toxic they will become foul tasting and inert. Anyone eating or drinking items so affected will need to save versus poison to avoid becoming sick to their stomachs if they do try to eat. Anything they can keep down will serve no benefit as far as keeping them alive.
Magical foods or liquids, including potions, that enter the sphere will have a 50% chance of being affected by the magic of the sphere. Its that are affected will still be entitled to a saving throw. Those that make their save will not be affected and those that fail will become non-magical and suffer the same fate as non-magical items.
The material component of this spell will be a small piece of spoiled food or tainted liquid. The caster will be required to eat or drink the material component during the casting of the 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.
Thursday, November 17, 2011
Different Worlds #15, Mind's Eye
Different Worlds #15
Magazine of Adventure Role-Playing Games
October 1981
Cover price: $2.50
Cover: Rick Becker
* "More Citizens: Six New Classes for Traveller" by Paul Montgomery Crabaugh
* "Better Gamemastering: Tournament Role-Playing" by Ken Rolston
* "RQ/Glorantha Cult: Caladra and Aurelion" by Charles Huber
* "Favorites of the Gods" by David F. Nalle
* "A Modest Proposal for The Fantasy Trip" by David R. Dunham
* "Man Bites Dog: Role-Playing in the Future" by Ken St. Andre
* "Better D&D: Making Life Hard for Magic-Users" by Lewis Pulsipher
* Reviews
Universe (Simulations Publications, Inc.)
Aftermath! (Fantasy Games Unlimited)
SORAG (Paranoia Press)
Sea Of Mystery (Flying Buffalo)
Fiend Folio (TSR Hobbies)
High Passage (High Passage)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Mind's Eye
Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user causes the victim of the spell to experience an event that us pulled from the deepest recesses of their mind. The nature of the experience will vary based on the effect of their saving throw. This spell will only affect those with an intelligence of three or higher.
Those that fail the saving throw will become entranced by their greatest desire. They will imagine it coming true and will stand motionless stuck in the moment of the event. They will remain this way for the duration of the spell unless affected by some other fashion by the caster or their party in a hostile way.
Those that make their saving throw will suffer a jarring vision of their worst fear. The will only be stunned for one round though. They will also suffer 1 point of damage per point of intelligence they possess. They will become emboldened by this though. For the remainder of the duration all attacks and damage are done at a +2. Due to the berserker nature they are in those attacking them will be +4 to hit them due to their lack of concern over defending themselves.
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.
Magazine of Adventure Role-Playing Games
October 1981
Cover price: $2.50
Cover: Rick Becker
* "More Citizens: Six New Classes for Traveller" by Paul Montgomery Crabaugh
* "Better Gamemastering: Tournament Role-Playing" by Ken Rolston
* "RQ/Glorantha Cult: Caladra and Aurelion" by Charles Huber
* "Favorites of the Gods" by David F. Nalle
* "A Modest Proposal for The Fantasy Trip" by David R. Dunham
* "Man Bites Dog: Role-Playing in the Future" by Ken St. Andre
* "Better D&D: Making Life Hard for Magic-Users" by Lewis Pulsipher
* Reviews
Universe (Simulations Publications, Inc.)
Aftermath! (Fantasy Games Unlimited)
SORAG (Paranoia Press)
Sea Of Mystery (Flying Buffalo)
Fiend Folio (TSR Hobbies)
High Passage (High Passage)
* "A Letter From Gigi" by Gigi D'Arn
Published by Chaosium, Inc.
48 pages.
Spell:
Mind's Eye
Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V
Casting Time: 1 Segment
Saving Throw: Special
When this spell is cast the magic user causes the victim of the spell to experience an event that us pulled from the deepest recesses of their mind. The nature of the experience will vary based on the effect of their saving throw. This spell will only affect those with an intelligence of three or higher.
Those that fail the saving throw will become entranced by their greatest desire. They will imagine it coming true and will stand motionless stuck in the moment of the event. They will remain this way for the duration of the spell unless affected by some other fashion by the caster or their party in a hostile way.
Those that make their saving throw will suffer a jarring vision of their worst fear. The will only be stunned for one round though. They will also suffer 1 point of damage per point of intelligence they possess. They will become emboldened by this though. For the remainder of the duration all attacks and damage are done at a +2. Due to the berserker nature they are in those attacking them will be +4 to hit them due to their lack of concern over defending themselves.
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.
Wednesday, November 16, 2011
Different Worlds #14, Freezing Mist
Different Worlds #14
Magazine of Adventure Role-Playing Games
September 1981
Cover price: $2.50
Cover: Tom Phillips
* "Judges Guild and D&D: A Guide for the Discriminating GM" by Patrick Amory
* "Character Personality Profile" by Mark Lukens
* "Preview to the Second Edition of Adventures In Fantasy" by Richard L. Snider
* "Painting Miniature Figures" by Robin Wood
* "Taverns And Inns" by Lewis Pulsipher
* "Familiars" by David F. Nalle
* "Plausible Geography for Role-Playing Games" by George Hersh
* "Come, Clash with the Titans" by Larry DiTillio
* Reviews
The Argon Gambit/Death Station (Game Designer's Workshop)
Grimtooth's Traps (Flying Buffalo)
Towns of the Outlands (Midkemia Press)
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Freezing Mist
Level: Third
Range: 12"
Duration: 2 Rounds + 1 Round/level
Area of Effect: 10 Cubic Feet/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special
When this spell is cast the magic user causes an area of freezing mist to come into being. Those caught in the mist will suffer increasing effects the longer that they are caught in the area effect of the mist.
The mist will immediately fill the maximum possible space based on the dimensions allowed unless the caster specifically specifies a smaller space. The effect of the spell for the first round will be to obscure vision to under five feet for all in the effects well as halving any movement. Those who fail a saving throw will become disoriented the DM will need to determine what direction the characters end up facing if they attempt to move.
The second round will have the spell cause any icy coating to adhere to the ground and any other surface. This will cause those in the area of effect to make a saving throw each round in the effect. Those who fail will fall and need to spend the rest of the round regaining their feet. They will also need to make a save to determine if they can maintain their sense of direction.
The third and all subsequent rounds will require three saving throws for all in the area of effect. They will need to make the two previous saves. In this round they will begin to suffer damage if in the area of effect. They will suffer 1d4+1 points of damage due to the freezing mist. If any creature in the mist fails all three saving throws they will also drop any item they are holding.
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.
Magazine of Adventure Role-Playing Games
September 1981
Cover price: $2.50
Cover: Tom Phillips
* "Judges Guild and D&D: A Guide for the Discriminating GM" by Patrick Amory
* "Character Personality Profile" by Mark Lukens
* "Preview to the Second Edition of Adventures In Fantasy" by Richard L. Snider
* "Painting Miniature Figures" by Robin Wood
* "Taverns And Inns" by Lewis Pulsipher
* "Familiars" by David F. Nalle
* "Plausible Geography for Role-Playing Games" by George Hersh
* "Come, Clash with the Titans" by Larry DiTillio
* Reviews
The Argon Gambit/Death Station (Game Designer's Workshop)
Grimtooth's Traps (Flying Buffalo)
Towns of the Outlands (Midkemia Press)
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Freezing Mist
Level: Third
Range: 12"
Duration: 2 Rounds + 1 Round/level
Area of Effect: 10 Cubic Feet/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special
When this spell is cast the magic user causes an area of freezing mist to come into being. Those caught in the mist will suffer increasing effects the longer that they are caught in the area effect of the mist.
The mist will immediately fill the maximum possible space based on the dimensions allowed unless the caster specifically specifies a smaller space. The effect of the spell for the first round will be to obscure vision to under five feet for all in the effects well as halving any movement. Those who fail a saving throw will become disoriented the DM will need to determine what direction the characters end up facing if they attempt to move.
The second round will have the spell cause any icy coating to adhere to the ground and any other surface. This will cause those in the area of effect to make a saving throw each round in the effect. Those who fail will fall and need to spend the rest of the round regaining their feet. They will also need to make a save to determine if they can maintain their sense of direction.
The third and all subsequent rounds will require three saving throws for all in the area of effect. They will need to make the two previous saves. In this round they will begin to suffer damage if in the area of effect. They will suffer 1d4+1 points of damage due to the freezing mist. If any creature in the mist fails all three saving throws they will also drop any item they are holding.
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.
Tuesday, November 15, 2011
Different Worlds #12, Force Ram
Different Worlds #12
Magazine of Adventure Role-Playing Games
July 1981
Cover price: $2.50
Cover: William Church
* "What's in a name?: Meaningful Names for Characters" by Jane Woodward
* "The Full Circle: A Preview to the Thieves' World Game" by Robert Lynn Asprin
* "Berserkers" by Laurence J.P. Gillespie
* "Zargonians: Add the Big Guys" by John T. Sapienza, Jr.
* Reviews
The Isle Of Dread (TSR)
Plunder (Chaosium)
Rune Masters (Chaosium)
City Of Valla
Dungeons & Dragons Basic Set (TSR)
Dungeons & Dragons Expert Set (TSR)
The Toughest Dungeon in the World (Judges Guild)
Thieves' Guild (Gamelords)
Thieves' Guild II (Gamelords)
Thieves' Guild III (Gamelords)
Slaves Pits of the Undercity (TSR)
Sewers Of Oblivion (Flying Buffalo)
* "The Sword of Hollywood" by Larry DiTillio
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Force Ram
Level: Fourth
Range: 6"
Duration: 1 Round/Level
Area of Effect: 1" Sq/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special
When this spell is cast the magic user causes a wall of force to appear and fill the room of corridor up the the space equal to a 1" square per level. After the wall appears it will begin to move forward at a rate of 12" round.
The wall will move forward in a straight line until such time as it can not move forward any more. It will shrink to fit through spaces but will not alter course only moving along the corridor.
If anyone is caught in front of the wall and can not out run it they will be swept along with the wall. Should the wall pass an opening where those caught in the sweeping motion could jump into they can attempt to do so by making a saving throw versus paralyzation. If the wall encounters an obstacle it can not move forward past those caught by it will be trapped between the two until such time as the spell expires. For each round so trapped they will suffer 1d6 of damage.
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.
Monday, November 14, 2011
Different Worlds #11, Mental Assault
Different Worlds #11
Magazine of Adventure Role-Playing Games
Feb/Mar 1981
Cover price: $2.50
Cover: Paul Jaquays
* "Better Gamemastering: Running Low Level Dungeons" by Robert Plamondon
* "Better Role-Playing: A Change of Hobbit" by Ronald Mark Pehr
* "Gems & Gaming: Part Two - Gems & Magic" by Stephen R. Marsh & Margaret R. Gemignani
* "A New Computer System for Traveller" by Martin Connell
* "The Fourfold Way of FRP" by Jeffrey A. Johnson
* Reviews
Azhanti High Lightning (Game Designers Workshop)
Odysseus (Fantasy Games Unlimited)
The Tombs Of Valla
High Fantasy (Fantasy Productions)
Fortress Ellendar (Fantasy Productions)
Moorguard (Fantasy Productions)
Tunnels & Trolls (Flying Buffalo)
Duck Tower (Judges Guild)
Research Station Gamma (Game Designers Workshop)
Across the Bright Face/Mission On Mithril (Game Designers Workshop)
Skull & Crossbones (Fantasy Games Unlimited)
Datestones of Ryn (Automated Simulations)
Temple Of Apshai (Automated Simulations)
DragonQuest (Simulations Publications, Inc.)
City of Lei Tabor (Judges Guild)
* "Books & Gaming: Scorpio Rising" by John T. Sapienza, Jr.
* "RQ/Gateway Cult: Cult Of Kali" by Greg Costikyan
* "The Sword Of Hollywood" by Larry DiTillio
* "Personalities of Role-Playing Gamers" by Lewis Pulsipher
* "A Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Mental Assault
Level: Third
Range: 6"
Duration: None
Area of Effect: 1-3 Creatures
Components: V
Casting Time: 1 Segment
Saving Throw: Halves
When this spell is cast the magic user causes a wave of magic energy to assault up to three creatures. The spell will have the same effect regardless of the number of creatures assaulted and each creature may only be assaulted one per round by the same caster.
When the minds of the victim are assaulted they will suffer a variable amount of damage. The damage suffered will be based on the difference between the intelligence of the caster and the victim. It should be noted that only creatures with an intelligence of 3 or more may be affected.
For each point of difference the victim will suffer 1d4+1 points of damage. The victims are entitled to a saving throw and if made they will only suffer one half damage. If this damage would take a victim below 0 hit points they will instead be taken to 0 and rendered unconscious. If the caster were to attack a victim with a higher intelligence then for that victim the spell will cause feedback and the caster will suffer damage as if the other creature cast the spell but will not be entitled to a saving throw.
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.
Magazine of Adventure Role-Playing Games
Feb/Mar 1981
Cover price: $2.50
Cover: Paul Jaquays
* "Better Gamemastering: Running Low Level Dungeons" by Robert Plamondon
* "Better Role-Playing: A Change of Hobbit" by Ronald Mark Pehr
* "Gems & Gaming: Part Two - Gems & Magic" by Stephen R. Marsh & Margaret R. Gemignani
* "A New Computer System for Traveller" by Martin Connell
* "The Fourfold Way of FRP" by Jeffrey A. Johnson
* Reviews
Azhanti High Lightning (Game Designers Workshop)
Odysseus (Fantasy Games Unlimited)
The Tombs Of Valla
High Fantasy (Fantasy Productions)
Fortress Ellendar (Fantasy Productions)
Moorguard (Fantasy Productions)
Tunnels & Trolls (Flying Buffalo)
Duck Tower (Judges Guild)
Research Station Gamma (Game Designers Workshop)
Across the Bright Face/Mission On Mithril (Game Designers Workshop)
Skull & Crossbones (Fantasy Games Unlimited)
Datestones of Ryn (Automated Simulations)
Temple Of Apshai (Automated Simulations)
DragonQuest (Simulations Publications, Inc.)
City of Lei Tabor (Judges Guild)
* "Books & Gaming: Scorpio Rising" by John T. Sapienza, Jr.
* "RQ/Gateway Cult: Cult Of Kali" by Greg Costikyan
* "The Sword Of Hollywood" by Larry DiTillio
* "Personalities of Role-Playing Gamers" by Lewis Pulsipher
* "A Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Mental Assault
Level: Third
Range: 6"
Duration: None
Area of Effect: 1-3 Creatures
Components: V
Casting Time: 1 Segment
Saving Throw: Halves
When this spell is cast the magic user causes a wave of magic energy to assault up to three creatures. The spell will have the same effect regardless of the number of creatures assaulted and each creature may only be assaulted one per round by the same caster.
When the minds of the victim are assaulted they will suffer a variable amount of damage. The damage suffered will be based on the difference between the intelligence of the caster and the victim. It should be noted that only creatures with an intelligence of 3 or more may be affected.
For each point of difference the victim will suffer 1d4+1 points of damage. The victims are entitled to a saving throw and if made they will only suffer one half damage. If this damage would take a victim below 0 hit points they will instead be taken to 0 and rendered unconscious. If the caster were to attack a victim with a higher intelligence then for that victim the spell will cause feedback and the caster will suffer damage as if the other creature cast the spell but will not be entitled to a saving throw.
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.
Sunday, November 13, 2011
Different Worlds #10, Danger Sense
Different Worlds #10
Magazine of Adventure Role-Playing Games
Oct/Nov 1980
Cover price: $2.50
Cover: Rick Becker
* "Better Gamemastering: You Gotta Be Fiendish" by Larry DiTillio
* "Traveller Variant: Traveller Mutations" by Iain Delaney
* "Beginning Scenario: Dungeon of Pelius Mright - An Adventure for Novices" by Ken Rolston
* "Miniatures: Fantasy Gaming and Scale" by John McEwan
* "Analysis: The Usefulness of FRP Games" by Steven Horst
* "RQ Variant: Another look at RuneQuest movement" by Morgan O. Woodward III
* "Gems & Gaming - Part One: Gem Types & Values" by Kathryn E. Shapero
* "Role-Playing Style: Aspects of Adventure Gaming" by Glenn F. Blacow
* "Scenario Review: Dimension Six' The Temple To Athena" by Anders Swenson
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Danger Sense
Level: Second
Range: Touch
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user imbues the target with a extra sensory ability to detect danger. The spell is not infallible though it allows the recipient a dramatically enhanced ability to detect danger.
If the recipient of the spell would be affected by something that they have no way of knowing about then they will be entitled to a saving throw versus death magic at +4. If the saving throw is made then they become aware of the problem before they trigger the event. If the save fails and the target is entitled to a normal save they will get a +4 to that as well.
The spell will allow one positive detection per level of the caster. Failed detections will not cancel the spell nor will they count against the number of detections. The spell will not let the target know if a room has a monster in it but that there is danger in the room which allows them a +2 to surprise rolls.
The material component of this spell will be a small live insect that would normally seem to know when something bad is about to happen such as a spider or a fly. The insect must be eaten live by the target of the 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.
Magazine of Adventure Role-Playing Games
Oct/Nov 1980
Cover price: $2.50
Cover: Rick Becker
* "Better Gamemastering: You Gotta Be Fiendish" by Larry DiTillio
* "Traveller Variant: Traveller Mutations" by Iain Delaney
* "Beginning Scenario: Dungeon of Pelius Mright - An Adventure for Novices" by Ken Rolston
* "Miniatures: Fantasy Gaming and Scale" by John McEwan
* "Analysis: The Usefulness of FRP Games" by Steven Horst
* "RQ Variant: Another look at RuneQuest movement" by Morgan O. Woodward III
* "Gems & Gaming - Part One: Gem Types & Values" by Kathryn E. Shapero
* "Role-Playing Style: Aspects of Adventure Gaming" by Glenn F. Blacow
* "Scenario Review: Dimension Six' The Temple To Athena" by Anders Swenson
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Danger Sense
Level: Second
Range: Touch
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user imbues the target with a extra sensory ability to detect danger. The spell is not infallible though it allows the recipient a dramatically enhanced ability to detect danger.
If the recipient of the spell would be affected by something that they have no way of knowing about then they will be entitled to a saving throw versus death magic at +4. If the saving throw is made then they become aware of the problem before they trigger the event. If the save fails and the target is entitled to a normal save they will get a +4 to that as well.
The spell will allow one positive detection per level of the caster. Failed detections will not cancel the spell nor will they count against the number of detections. The spell will not let the target know if a room has a monster in it but that there is danger in the room which allows them a +2 to surprise rolls.
The material component of this spell will be a small live insect that would normally seem to know when something bad is about to happen such as a spider or a fly. The insect must be eaten live by the target of the 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.
Saturday, November 12, 2011
Different Worlds #9, Sphere of Truth
Different Worlds #9
Magazine of Adventure Role-Playing Games
Aug/Sep 1980
Cover price: $2.50
Cover: Luise Perrine
* "Better Role-Playing: Flippancy in FRP" by Greg Costikyan
* "Ogre Variant: Boardgames to RPGs" by Glenn L. Williams
* "Ogre Role-Playing Rules"
* "Different Worlds Presents: The Imperium - A Traveller Campaign" by Marc W. Miller and Frank Chadwick
* "Scenario Review: Verbosh" by Anders Swenson
* "Origins 80 Scrapbook" by John T. Sapienza, Jr., Tadashi Ehara, and Dan Pierson
* "RPG Variant: Variable Alignment System" by David F. Nalle
* "RQ/Glorantha Cult: Cult of the Tiger" by Steve Perrin
* Book Reviews
The Complete Wargames Handbook: How to Play, Design and Find Them by James F. Dunnigan (William Morrow)
An Atlas of Fantasy by J.B. Post (Ballantine)
* "Ideas: Place For Adventure" by Lewis Pulsipher
* "Review: Gateway Bestiary" by Anders Swenson
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Sphere of Truth
Level: Sixth
Range: None
Duration: 1 Turn + 1 Round/Level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None
By means of this spell the magic user is able to cause all in the area of effect to answer any questions ask of them as honestly as they possibly can. The caster is not affected by this spell but his actions will affect the spell.
When as question is asked of an individual they are required to answer it as honestly as they can. They will be expected to answer the question directly as asked but will not be required to provide more information than is asked for. The caster is not affected by the spell but if they are asked questions and do not answer them honestly the spell is broken.
The material component of this spell is an amount of gold dust sufficient to draw a circle around the area of effect. The gold dust once use will not be usable again. The cost of the gold dust would be right around 10 gp.
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.
Magazine of Adventure Role-Playing Games
Aug/Sep 1980
Cover price: $2.50
Cover: Luise Perrine
* "Better Role-Playing: Flippancy in FRP" by Greg Costikyan
* "Ogre Variant: Boardgames to RPGs" by Glenn L. Williams
* "Ogre Role-Playing Rules"
* "Different Worlds Presents: The Imperium - A Traveller Campaign" by Marc W. Miller and Frank Chadwick
* "Scenario Review: Verbosh" by Anders Swenson
* "Origins 80 Scrapbook" by John T. Sapienza, Jr., Tadashi Ehara, and Dan Pierson
* "RPG Variant: Variable Alignment System" by David F. Nalle
* "RQ/Glorantha Cult: Cult of the Tiger" by Steve Perrin
* Book Reviews
The Complete Wargames Handbook: How to Play, Design and Find Them by James F. Dunnigan (William Morrow)
An Atlas of Fantasy by J.B. Post (Ballantine)
* "Ideas: Place For Adventure" by Lewis Pulsipher
* "Review: Gateway Bestiary" by Anders Swenson
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Sphere of Truth
Level: Sixth
Range: None
Duration: 1 Turn + 1 Round/Level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 2 Rounds
Saving Throw: None
By means of this spell the magic user is able to cause all in the area of effect to answer any questions ask of them as honestly as they possibly can. The caster is not affected by this spell but his actions will affect the spell.
When as question is asked of an individual they are required to answer it as honestly as they can. They will be expected to answer the question directly as asked but will not be required to provide more information than is asked for. The caster is not affected by the spell but if they are asked questions and do not answer them honestly the spell is broken.
The material component of this spell is an amount of gold dust sufficient to draw a circle around the area of effect. The gold dust once use will not be usable again. The cost of the gold dust would be right around 10 gp.
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.
Friday, November 11, 2011
Different Worlds #8, Invisible Fire
Different Worlds #8
Magazine of Adventure Role-Playing Games
Jun/Jul 1980
Cover price: $2.50
Cover: Steve Oliff
* "Better Game Mastering: Teaching Role-Playing" by Robert Harder
* "D&D Variant: Sleep vs. Mixed Parties" by John T. Sapienza, Jr.
* "Review/Scenario: Alien and Starships & Spacemen" by Leonard H. Kanterman, M.D.
* "Game Aid: Talent Tables" by John T. Sapienza, Jr.
* "Defining The Campaign: Gamemaster Styles" by Lewis Pulsipher
* "Sourcebook: Composite Bows" by Simon Magister
* "Scenario Review: TSR's The Keep on the Borderland" by Anders Swenson
* "RQ/Gateway Cult: Zelan The Beast" by Ron Weaver
* "Review: Walter William's Tradition Of Victory" by Dave Arneson & Steve Perrin
* "Designer Notes: How I Designed Land of the Rising Sun" by Lee Gold
* "Analysis: Alignment On Trial" by David R. Dunham
* "Review: Advanced Melee & Wizard" by Steve Perrin
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Invisible Fire
Level: First
Range: 3"
Duration: 3 Hours/Level
Area of Effect: One Flame
Components: V,S
Casting Time: 3 Segments
Saving Throw: None
By means of this spell the magic user is able to change an existing flame. The flame will be made invisible to any that the caster does not specify as being able to see the flame when the spell is initially cast.
The flame will continue to function as it would normally for all who are specified by the caster. The duration of the flame will also be extended to that of the Invisible Fire spell. The flame will continue to have all of the same requirements and can be extinguished though if reignited the spell will continue. The smoke produced by the flame will also be invisible though the heat can be felt by those that can not see it.
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.
Magazine of Adventure Role-Playing Games
Jun/Jul 1980
Cover price: $2.50
Cover: Steve Oliff
* "Better Game Mastering: Teaching Role-Playing" by Robert Harder
* "D&D Variant: Sleep vs. Mixed Parties" by John T. Sapienza, Jr.
* "Review/Scenario: Alien and Starships & Spacemen" by Leonard H. Kanterman, M.D.
* "Game Aid: Talent Tables" by John T. Sapienza, Jr.
* "Defining The Campaign: Gamemaster Styles" by Lewis Pulsipher
* "Sourcebook: Composite Bows" by Simon Magister
* "Scenario Review: TSR's The Keep on the Borderland" by Anders Swenson
* "RQ/Gateway Cult: Zelan The Beast" by Ron Weaver
* "Review: Walter William's Tradition Of Victory" by Dave Arneson & Steve Perrin
* "Designer Notes: How I Designed Land of the Rising Sun" by Lee Gold
* "Analysis: Alignment On Trial" by David R. Dunham
* "Review: Advanced Melee & Wizard" by Steve Perrin
* "Letter From Gigi: Gossip" by Gigi D'Arn
Spell:
Invisible Fire
Level: First
Range: 3"
Duration: 3 Hours/Level
Area of Effect: One Flame
Components: V,S
Casting Time: 3 Segments
Saving Throw: None
By means of this spell the magic user is able to change an existing flame. The flame will be made invisible to any that the caster does not specify as being able to see the flame when the spell is initially cast.
The flame will continue to function as it would normally for all who are specified by the caster. The duration of the flame will also be extended to that of the Invisible Fire spell. The flame will continue to have all of the same requirements and can be extinguished though if reignited the spell will continue. The smoke produced by the flame will also be invisible though the heat can be felt by those that can not see it.
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.
Thursday, November 10, 2011
Different Worlds #6, Snowman
Different Worlds #6
Dec/Jan 1980
Cover price: $2
Cover: Rick Becker
* "Gangster! An Overview" by Leonard H. Kanterman, M.D.
* "Game Variant: Super Rules for Superhero: 44" by Brian Wagner
* "RQ and D&D: Finding Level in RuneQuest" by Ray Turney
* "How to Make Monsters Interesting" by Lee Gold
* "D&D Variant: Vardy Combat System - Part 1" by John T. Sapienza, Jr.
* "The World of Crane" by George V. Schubel
* "Insanity Table" by Lewis Pulsipher
* "RQ/Gateway Cult: The Cult of Gestetner" by Greg Costikyan
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Snowman
Level: Fifth
Range: 6"
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user will summon forth a creature that will in most ways resemble a well built snowman. The creature summoned will be humanoid in shape and will have defined appendages.
The summoned creature will have one hit die per level of the caster plus one hit point per level of the caster. When the creature is summoned the DM will need to roll the hit dice and record them in the order rolled. The creature will start with a base armor class of 10 and improve one place per level of the caster. The creature will be at the command of the caster and when attacking will get two attacks per round doing 1d8+1 each.
If the snowman is summoned in an area that is below freezing then it will retain these stats. Id the ambient temperature is higher than freezing then the snowman will lose on hit die per round (last rolled first) and their armor class will get one point worse per round. If the snowman is reduced to zero hit points because of lost hit dice it will return to the plane summoned from. Any spell doing cold based damage directed at the snowman will heal it in place of causing it damage.
The material component of this spell is a silk hat that must be placed on the snowman when it is summoned. When the snowman returns to the plan summoned from for whatever reason the aht will remain and can 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.
Dec/Jan 1980
Cover price: $2
Cover: Rick Becker
* "Gangster! An Overview" by Leonard H. Kanterman, M.D.
* "Game Variant: Super Rules for Superhero: 44" by Brian Wagner
* "RQ and D&D: Finding Level in RuneQuest" by Ray Turney
* "How to Make Monsters Interesting" by Lee Gold
* "D&D Variant: Vardy Combat System - Part 1" by John T. Sapienza, Jr.
* "The World of Crane" by George V. Schubel
* "Insanity Table" by Lewis Pulsipher
* "RQ/Gateway Cult: The Cult of Gestetner" by Greg Costikyan
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Snowman
Level: Fifth
Range: 6"
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user will summon forth a creature that will in most ways resemble a well built snowman. The creature summoned will be humanoid in shape and will have defined appendages.
The summoned creature will have one hit die per level of the caster plus one hit point per level of the caster. When the creature is summoned the DM will need to roll the hit dice and record them in the order rolled. The creature will start with a base armor class of 10 and improve one place per level of the caster. The creature will be at the command of the caster and when attacking will get two attacks per round doing 1d8+1 each.
If the snowman is summoned in an area that is below freezing then it will retain these stats. Id the ambient temperature is higher than freezing then the snowman will lose on hit die per round (last rolled first) and their armor class will get one point worse per round. If the snowman is reduced to zero hit points because of lost hit dice it will return to the plane summoned from. Any spell doing cold based damage directed at the snowman will heal it in place of causing it damage.
The material component of this spell is a silk hat that must be placed on the snowman when it is summoned. When the snowman returns to the plan summoned from for whatever reason the aht will remain and can 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.
Wednesday, November 9, 2011
Different Worlds #5, Empathic Transference
Different Worlds #5
Oct/Nov 1979
Cover price: $2
Cover: Tom Clark
* "Review: Arduin for the masses" by Mike Gunderloy
* "Games To Gold: Update" by Rudy Kraft
* "Developing a Character's Appearance" by John Sapienza, Jr.
* "RQ/Gateway Cult: Some Greek Gods - The Cult of Apollo" by Geoffrey Dalcher
* My Life and Role-Playing Cont ...
"Me and Bozero" by John Snider
"My Life in Role-Playing (If you are really interested)" by Scott Bizar
* "Way of the Gamer: Encounter Systems" by Stephen L. Lortz
* "Gamma World Variant: To be or not to be a Pure Strain Human that is the question!" by James M. Ward
* Clippings
"Fantasy cult angle probed in search for computer whiz" S.F. Sunday Examiner & Chronicle - Sept 9, 1979 (UPI)
"College fantasy game victim recovered alive" The (Oakland) Tribune - Sept 14, 1979 (Associated Press)
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Empathetic Transference (R)
Level: Fifth
Range: Touch
Duration: 1 Round/level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 7 Segments
Saving Throw: None
When this spell is cast the magic user causes all damage caused to the individual touched to be spread out evenly amongst all willing creatures in the area of effect. The creatures must be willing and the only way to stop the damage would be to leave the area of effect. New creatures entering the area of effect may choose to be willing recipients of the damage.
Once the creature is touched the distance between them and those in the area of effect is not important though they must remain on the same plane. The damage must be spread evenly amongst all creatures each round and the damage is rounded up. Effects other than damage may not be transferred.
The reverse of this spell will work in the exact opposite manner. In the reverse all damage dealt to those in the area of effect will be transferred to the creature touched. In this casting the creature touched can elect who they will receive the damage from.
The material component of this spell will be a small platinum funnel. The cost of the funnel will need to be no less than 200 gp and it can 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.
Oct/Nov 1979
Cover price: $2
Cover: Tom Clark
* "Review: Arduin for the masses" by Mike Gunderloy
* "Games To Gold: Update" by Rudy Kraft
* "Developing a Character's Appearance" by John Sapienza, Jr.
* "RQ/Gateway Cult: Some Greek Gods - The Cult of Apollo" by Geoffrey Dalcher
* My Life and Role-Playing Cont ...
"Me and Bozero" by John Snider
"My Life in Role-Playing (If you are really interested)" by Scott Bizar
* "Way of the Gamer: Encounter Systems" by Stephen L. Lortz
* "Gamma World Variant: To be or not to be a Pure Strain Human that is the question!" by James M. Ward
* Clippings
"Fantasy cult angle probed in search for computer whiz" S.F. Sunday Examiner & Chronicle - Sept 9, 1979 (UPI)
"College fantasy game victim recovered alive" The (Oakland) Tribune - Sept 14, 1979 (Associated Press)
* "A Letter From Gigi" by Gigi D'Arn
Spell:
Empathetic Transference (R)
Level: Fifth
Range: Touch
Duration: 1 Round/level
Area of Effect: 6" Sphere
Components: V,S,M
Casting Time: 7 Segments
Saving Throw: None
When this spell is cast the magic user causes all damage caused to the individual touched to be spread out evenly amongst all willing creatures in the area of effect. The creatures must be willing and the only way to stop the damage would be to leave the area of effect. New creatures entering the area of effect may choose to be willing recipients of the damage.
Once the creature is touched the distance between them and those in the area of effect is not important though they must remain on the same plane. The damage must be spread evenly amongst all creatures each round and the damage is rounded up. Effects other than damage may not be transferred.
The reverse of this spell will work in the exact opposite manner. In the reverse all damage dealt to those in the area of effect will be transferred to the creature touched. In this casting the creature touched can elect who they will receive the damage from.
The material component of this spell will be a small platinum funnel. The cost of the funnel will need to be no less than 200 gp and it can 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.
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