Different Worlds #39
The Magazine For Adventurers
Sep/Oct 1984
Cover price: $3
Cover: Brad W. Foster
* "Sword Of Hollywood" by Larry DiTillio
* "Secret Societies Part 3: The African Leopard Men" by E.S. Erkes
* "V.W.P.B.N.L.: Things Your Gamemaster Never Told You" by Quentin Long
* "Creating Realistic Cities for Fantasy Adventures" by William Hamblin, Ph.D.
* "Dwellers in the Aztec Night: Nightmares of the Mexican Indians" by Ernest Hogan
* My Life & Role-Playing
"On the Road" by Aaron Allston
* "Supermap 1: The Waterfront" by Michael Gray
* Game Reviews
Paranoia (West End)
Element Masters (Escape Ventures)
The Adventures of Indiana Jones (TSR)
Indiana Jones and the Temple of Doom (TSR)
Raiders of the Lost Ark (TSR)
Octopussy (Victory Games)
You Only Live Twice (Victory Games)
Timemaster (Pacesetter)
Timemaster Screen (Pacesetter)
Crossed Swords (Pacesetter)
Other Suns (FGU)
Stalking the Night Fantastic (Tri Tac)
Thieves' Guild (Gamelords)
The Fungi From Yuggoth (Chaosium)
Champions III (Hero Games)
Heroes 1 & 2 (Avalon Hill)
Star Trek III Sourcebook Update (FASA)
Veterans (GDW)
* Book Reviews
A Separate Star by Frank Kelly Freas (Greenswamp)
The Palladium Book of Contemporary Weapons (Palladium)
Unicorns! (Ace)
* Film Reviews
Starman
2010
Runaway
* "A Letter from Gigi" by Gigi D'Arn
Published by Sleuth Publications, Ltd.
48 pages + 8-page module stapled to center of issue.
Spell:
Vision Jump
Level: Fourth
Range: Special
Duration: Special
Area of Effect: Caster
Components: V,S,M
Casting Time: 7 Segments
Saving Throw: None
When this spell is cast the magic user is able to see through the eyes of another individual or even creature. They can then continue to make this occur multiple times until there is no longer a valid target for their vision to jump to.
The caster's vision must jump to a target that is not in their vision. If the target does come into their field of vision the spell is broken. The range that their vision can jump each time is 1" per level of experience. The caster can specify an initial direction for the spell to go towards but after that the direction will be randomly determined until a target can be found.
Once the caster's vision has jumped they will see what the target of the spell is seeing. The target of the spell will also see this and be none the wiser as to the fact that their vision is being shared. The caster has no influence on what the target does or where they look.
The caster can make their vision jump at any given time. The range it can jump will still be 1" per level of experience. Once a connection is made their is no limit on the maximum distance a target can move away from the caster. The spell will remain in effect as long as the caster maintains concentration.
The material component of this spell will be a preserved human or demihuman eyeball. It must come from the same race as the caster and the individual it came from will need to have been someone who had reason to use their eyes for nefarious reasons.
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
Sunday, December 4, 2011
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the back cover: Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think agai...
-
From the Forward Section: So the players have been complaining that the campaign is too dull, eh? Not enough detail? Why is this country at...
-
From the web: HârnWorld is a realistic medieval environment for fantasy gaming. Using any rule system, you can now create and plan your own...
-
From the back cover: Clerics have long been players' favorites, but now there are new priest characters for your gaming enjoyment! Wi...
-
From the web: Instant rub-down picture transfers with classic AD&D monsters! Series 1600 Sheets 1-4
-
From the back cover: She sits at the center of her Web, a dark force of intense evil power. Her strands reach across Oerth, through the ...
-
From the web: THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, t...
-
From the back cover: The glorious world of elvenkind shines from these pages! Detailed herein are their societies, rituals, and myths - a...
-
From the back of the folder: The Western Countries Fantasy worlds are vast, with many strange places to discover and marvel, but only th...
-
From the back of the book: Look out adventurers, they're here! This handbook describes in detail over 20 humanoid races that can be ...
No comments:
Post a Comment