"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
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.
Labels:
Chaosium,
Different Worlds,
Magazine,
Spell
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the back of the book: Blue Fox, scramble ... Red Dragon at 5 o'clock! The Realms of the Sky belongs to Serraine, the incredible...
-
As I may have mentioned previously my long term character has been a thief but if I had to pick a character I have always had the most inte...
-
The Thunder Rift series is a line of modules that were designed to allow novice DMs and players to cut their teeth as it were. The line ha...
-
In a few months the subject of this post will not be one that will be caught by search engines as much as it is right now. I apologize f...
-
From the back of the book: Looking for the best Sword & Sorcery product of the 1990's? This may be it. QA features: 8 Fig...
-
From the web: Drawn into a series of adventures spanning the north, the heroes take up arms against the sinister machinations ...

No comments:
Post a Comment