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.
"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
Saturday, November 26, 2011
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