"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

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.

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