"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
Showing posts with label Chaosium. Show all posts
Showing posts with label Chaosium. Show all posts
Sunday, February 26, 2012
All the Worlds' Monsters Vol.3, Strength In Numbers
The third volume in the All the Worlds' Monsters line picks up right where the previous two editions left off. The mixture is hit or miss as is most of the art. This volume adds another 238 monsters to the DMs arsenal. The issues with the combined tables are there as well. This one adds a table for creatures by location which was absent in the other two but only includes the entries from this volume.
There was only one printing of this edition where the others had multiple printings. The introduction to this volume mentions the upcoming fourth volume and that there would be some delays. To date that delay is either 32 years or just short of it. I still hope it might make it out this year! This issue includes how to convert the monsters to RuneQuest which had been released between the previous volume and this one. That might explain the delay in getting the latest volume released.
As much as I have picked at these I still appreciate them for what they were. In the early days of the hobby there was not the wealth of information out there that there is today. There was also no means of sharing as openly and as freely as there is today via the Internet. Often time we here that it is quality over quantity but in a case where there may only be one of something then quantity is king and items like this were few and far between. I may never ever use anything in them in any game or campaign but having them is a pleasure and reminds me of how much the things have changed and in some cases not for the better.
Published: 1980
Pages: 112
From the back of the book:
"Now! The long-wanted 3rd volume of the All the Worlds’ Monsters series is here-112 pages packed with monsters and play-aids. Included are 238 new monsters, an all-series index, a RuneQuest stats conversion essay by Steve Perrin, and grouping lists by monster type, level, and appearance. The stats were created by dungeon masters from across the United States and Canada. Each monster is rated for hit dice, armor class, movement, whether and how well it swims and flies, its intelligence range, dexterity, alignment, normal habitat, the probability of it being present in its lair. by a die roll for number present, the probability of the presence of treasure and its type, how it attacks, and a description of general appearance and special characteristics."
Spell:
Strength in Numbers
Level: Fourth
Range: None
Duration: 1 Turn + 2 Rounds/Level
Area of Effect: 3" Radius
Components: V,S
Casting Time: 1 Round
Saving Throw: None
When this spell is cast the magic user causes all in the area of effect to be granted bonuses that they can distribute in any way they desire. The total of the bonuses granted is based on the number of friendly beings in the area of effect.
The total of the bonuses granted can not exceed the level of the caster or be greater than the intelligence of the caster (limit of 18). The bonuses can be divided anyway the recipient may want with some limitations. A single point must be applied to each of the possible slots and that no more than four may be applied to any given slot. The slots for the bonuses are as follows:
To Hit
Damage
Saving Throw
Armor Class
Hit Points
Attributes (one or more)
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, February 25, 2012
All the World's' Monsters Vol. 2, Happenstance
This is volume #2 of All the Worlds' Monsters. There is not much different (except for the monsters of course of which it says it holds 243) that needs to be said about this that was not said about volume #1. This is the third printing where the other was either first or second printing and was loose leaf. I prefer the bound copies and have a later printing of volume #1 that is bound. I had forgotten what bad shape this was in though and may need to upgrade it.
The major additions to this are a compiled index of all the monsters from both volumes. This is nice but I wish it carried over to the Monsters By Level section. That section only includes monsters from this book and I guess since that would mean having to have both books present for that but still why have a "master" index and not "master" tables. This also introduces a section grouping all of the monsters by type but again only from this book. Sources have stated that some of these entries originally appeared in The Dungeoneer, Arduin books, and Alarums & Excursions but I have not been able to confirm that.
The book also includes an official entry sheet for submitting monsters for the next volume of the book. I am not sure if the idea of an OSR version of such a product has come up or not. I am sure that there are thousands of monsters that have all been created by budding DMs old and new since these books were printed. This might be a fun little project to see. I am thinking if no one picks this up and runs with it...or tells me you idiot it's already been done...I might take a stab at it some day. We could call it All the Web's Monsters. I would hope that if someone beats me to it that this would be done OSR style which I think could very well stand for Open Source Rules (or Roleplaying) and be a product that was published for free.
Published: 1980
Pages: 106
From the back of the book (3rd Printing):
"In its third printing, volume II of the ALL THE WORLD'S MONSTERS series contains 243 creatures from literature, fantasy, and nightmare. Included is a conversion article by Ken St. Andre for "TUNNELS & TROLLS", and Steve Perrin's historic "Conventions". Created by 54 DMs from across North America, each monster is rated for hit dice, armor class, movement, whether or how well it swims or flies, its intelligence range, dexterity, alignment, normal habitat, the average times it's found in its lair, the die roll for the number present of the type, any probable treasure and type, how the being attacks, and a description of general appearance and special characteristics."
Spell:
Happenstance
Level: Fifth
Range: 12"
Duration: Permanent
Area of Effect: Special
Components: V,S
Casting Time: Special
Saving Throw: None
With the casting of this spell the magic user causes the things to occur just as they would like them to. This spell is very similar in nature to a Limited Wish spell but much less powerful.
The magic of this spell will not alter reality in anyway. The spell allows the caster to describe a sequence of events that cannot involve bringing items that do not already exist into the events. The events must occur within the area of effect of the spell. The area of effect will be limited to ten yards per point of intelligence of the caster.
Provided the description falls within the bounds of what the DM is willing to allow then it will happen and should happen without any of the twists that are often the case with wish spells. If the described events do not fall within the allowance of the DM then the events will come as close to what is deemed possible by the DM again with no intentional intent to twist the desire of the caster.
The casting of this spell though not nearly as powerful as a wish will still tax the body of the caster. The casting of the spell will have a 20% cumulative chance of aging the caster by one year. If they age or not the caster will be greatly drained and their constitution will suffer a loss of four points until they have spent a full nights rest.
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, February 24, 2012
All the World's Monsters, Anarchy
The early days of roleplaying were a time where everything was new and so expectations were perhaps a little lower than what they are today. That may in and of itself be a more than slight understatement. Many of the products there were released in the early days of the hobby leave a little bit to be desired. This is true of today's item maybe more so than most.
All the World's Monsters which was released by Chaosium in 1977 is something that most of us would not even give the time of day to if it were a new product. The premise is a solid one as who dies not want more monsters to throw at their players. It is the delivery and in some cases the product where it would fall apart in today's market but in 1977 it was most likely the bee's knees.
The idea behind the product was that Chaosium had players and DMs send in monsters they had created and then they would be compiled into published books. Later printings suggest that there were over 50,000 submissions. The first volume has 265 entices in it. These range from monsters that have appeared elsewhere, to one I would use to ones you just wonder how they were conceived and under what conditions. The monsters and the product are intended to be generic but would work with D&D and the statistics offered seem to support that.
A concern for me with the books has always been the presentation method. Entries may not be broken up as one per column and if not then they are separated with just *****. This makes it hard to determine where one entry ends and the new one begins. This is further aggravated by the fact that the font used is the same for everything and that it is all done in uppercase. I am sure that this is a result of the era and not in poor layout skills but it is still a distraction.
The art used in the book varies as well from things that were common for products of companies other than TSR at the time. I have always felt that one of the strengths of TSR and what may have helped boost D&D to become the dominant game in the genre was the art they used in their products. The first edition Monster Manual was so far ahead of most anything else published in its day it is amazing. Much of the art in this product is similar in feel to that for some early Judges Guild products. Some is better but more than that is on the lower end of the scale.
The creatures themselves run the gambit as well as I mentioned earlier. One of the things that caught my attention is that the submissions come from some names that are now in the pantheon of early gamers. Names you see in here include of course Perrin but also Bigglestone, Marsh and Hargrave. Oddly enough even giants in the industry apparently came up with some ill conceived creatures.
The book is indexed which is nice. It breaks the included creatures down by the level of the creature. The book then also includes a random table to roll against for creature placement in a dungeon level up to a tenth level dungeon. Since not all of the creatures in the book are dungeon based this does not always work but it is the thought that counts. The book also includes the "Henderson Monster Creation Table" which allows for random monster creation. This much like the random tables in the back of the DM guide will allow for some bizarre beasts.
All the World's Monsters is one of those pieces of early gaming material that are worth having regardless of how useful it may be in today's gaming environment. There have been up to three printings of this volume and you can still find it today as PDF files. I would suggest buying a copy if you can ever find one and if you want to check one out on the less expensive side the PDF route is worth taking.
Published: 1977
Pages: 112
From the back of the book:
"This book is an encyclopedia of the strange, the bizarre, and the deadly. It contains complete statistics for 265 monstrous and dangerous creatures, created by dungeon masters across the United States and Canada. Each monster is rated for hit dice, armor class, movement, whether and how well it swims and flies, its intelligence range, dexterity, alignment, normal habitat, the probability of it being present in its lair, by a die roll for number present, the probability of the presence of treasure and its type, how it attacks, and a description of general appearance and special characteristics."
Spell:
Anarchy
Level: Fifth
Range: 12"
Duration: Special
Area of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 5 Segments
Saving Throw: Negates
When this spell is cast the magic user causes all in the area of effect to become susceptible to a field of chaotic energy that fills the area of effect. Those who fail their save lose all control as well as become hostile.
Those who fail their saving throw will begin attacking the next closest creature regardless of who or what it is. They will continue to do this until either that target is dead or if the target flees as they pursue it another one becomes closer. This will continue on until there are no available targets.
The effect of the field will persist even outside the field and can be transferred to those not in the field initially. When attacked a creature has a chance to become affected. All creatures are entitled to a saving throw and if made once they will not need to roll again. The saving throw will be adjusted by the alignment of the caster. Creatures of a Chaotic alignment will save at -4 while those of a Lawful alignment will save at +4.
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, December 5, 2011
Different Worlds #40, Tracking
Different Worlds #40
The Magazine For Adventurers
Jul/Aug 1985
Cover price: $3
Cover: David Browne Dixon
* "Metal Marvels: RuneQuest Miniatures by Ral Partha and Trollkin Forge" by John T. Sapienza, Jr.
* "Secret Societies Part 4: The Chinese Secret Societies" by E.S. Erkes
* "Adventuring in the Worlds of H.P. Lovecraft - Part I: The Cthulhu Mythos" by Keith Herber
* "Adventure Game Campaigns: How to Start Easily & Quickly" by George Emery
* Book Reviews
Sepher Ha-Razim: The Book of the Mysteries (Scholars Press)
Doctors, Diviners, and Magicians of Ancient China: Biographies of Fang-Shih (Columbia University Pres)
Engineering in the Ancient World (UC Press)
Courtship Rite (Timescape)
* "More Mythos Madness: For Chaosium's Call Of Cthulhu" by Michael Szymanski
* "Super Map 2: Business District" by Michael Gray
* Game Reviews
Twilight: 2000 (GDW)
Time & Time Again (Timeline)
Heroes Unlimited (Palladium)
Knight Hawks (TSR)
Lost Worlds (Nova)
The Mountain Environment (Gamelords)
Ascent To Anekthor (Gamelords)
The Horrible Secret of Monhegan Island (Grenadier)
Organization Book 1: The Circle And M.E.T.E. (Hero Games)
The Snow King's Bride (Chaosium)
Casino Galactica (FGU)
The Vanished (FASA)
Telengard (Avalon Hill)
* Flicks
Dune
* "A Letter from Gigi" by Gigi D'Arn
Published by Sleuth Publications, Ltd.
48 pages + 11"x17" map stapled to center of issue.
Spell:
Tracking
Level: Second
Range: 6"
Duration: 1 Turn/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user makes it possible for themselves and any in their party to track the path of the target creature. This will allow tracking even if there is some other magic in place that would make tracking impossible.
The spell will cause the target creature to leave glowing footprints on whatever surface they come in contact with. If they use a mount then the mount will leave footprints as well. In cases where the target flies or even teleports a solid glowing line will trace their path. Only the caster and their party can see these footprints or lines.
The material component of this spell is a lightning bug. The bug must be crushed and smeared on the ground at the feet of the caster 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.
The Magazine For Adventurers
Jul/Aug 1985
Cover price: $3
Cover: David Browne Dixon
* "Metal Marvels: RuneQuest Miniatures by Ral Partha and Trollkin Forge" by John T. Sapienza, Jr.
* "Secret Societies Part 4: The Chinese Secret Societies" by E.S. Erkes
* "Adventuring in the Worlds of H.P. Lovecraft - Part I: The Cthulhu Mythos" by Keith Herber
* "Adventure Game Campaigns: How to Start Easily & Quickly" by George Emery
* Book Reviews
Sepher Ha-Razim: The Book of the Mysteries (Scholars Press)
Doctors, Diviners, and Magicians of Ancient China: Biographies of Fang-Shih (Columbia University Pres)
Engineering in the Ancient World (UC Press)
Courtship Rite (Timescape)
* "More Mythos Madness: For Chaosium's Call Of Cthulhu" by Michael Szymanski
* "Super Map 2: Business District" by Michael Gray
* Game Reviews
Twilight: 2000 (GDW)
Time & Time Again (Timeline)
Heroes Unlimited (Palladium)
Knight Hawks (TSR)
Lost Worlds (Nova)
The Mountain Environment (Gamelords)
Ascent To Anekthor (Gamelords)
The Horrible Secret of Monhegan Island (Grenadier)
Organization Book 1: The Circle And M.E.T.E. (Hero Games)
The Snow King's Bride (Chaosium)
Casino Galactica (FGU)
The Vanished (FASA)
Telengard (Avalon Hill)
* Flicks
Dune
* "A Letter from Gigi" by Gigi D'Arn
Published by Sleuth Publications, Ltd.
48 pages + 11"x17" map stapled to center of issue.
Spell:
Tracking
Level: Second
Range: 6"
Duration: 1 Turn/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: None
When this spell is cast the magic user makes it possible for themselves and any in their party to track the path of the target creature. This will allow tracking even if there is some other magic in place that would make tracking impossible.
The spell will cause the target creature to leave glowing footprints on whatever surface they come in contact with. If they use a mount then the mount will leave footprints as well. In cases where the target flies or even teleports a solid glowing line will trace their path. Only the caster and their party can see these footprints or lines.
The material component of this spell is a lightning bug. The bug must be crushed and smeared on the ground at the feet of the caster 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.
Sunday, December 4, 2011
Different Worlds #39, Vision Jump
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.
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.
Saturday, December 3, 2011
Different Worlds #38, Transmute Potion
Different Worlds #38
The Magazine for Adventure Role-Players
Jan/Feb 1985
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "RuneQuest Preview: From the upcoming Gods Of Glorantha - The Cult of Uleria the Love Goddess" by Sandy Petersen and Greg Stafford
* "V.W.P.B.N.L.: How to Really Do unto Others" by Quentin Long
* Books & Gaming
The Mists Of Avalon by Marion Zimmer Bradley (Ballantine)
The Forest Of Doom by Ian Livingstone (Dell)
The Man Of Gold by M.A.R. Baker (DAW)
* "Secret Societies Part 2: The Rosicrucians" by E.S. Erkes
* "Traveller Variant: Genetic Engineering" by Dave Bryant
* "Commentary: Women & Gaming" by Lewis Pulsipher
* "Call Of Cthulhu Adventure: San Francisco - The Eye Of Sitar" by Darren Tschida
* Game Reviews
Toon (Steve Jackson Games)
Tekumel Sourcebook (Gamescience)
Tekumel Player's Handbook (Gamescience)
Justice Inc. (Hero Games)
Powers & Perils (Avalon Hill)
Stormbringer (Chaosium)
To Challenge Tomorrow (Ragnarok)
Marvel Super Heroes (TSR)
FTL: 2448 (Tri Tac)
Bushido (FGU)
The Drenslaar Quest (Gamelords)
Prusuit To Kadath (TOME)
Denial Of Destiny (FASA)
Beltstrike (GDW)
* Film Reviews
The Terminator
Supergirl
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Transmute Potion
Level: Fifth
Range: Touch
Duration: Permanent
Area of Effect: One Potion
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
This spell will allow the magic user to alter the nature of a magic potion. The change that is caused is random in nature and the caster will in now way be able to directly specify the change though they will in some cases be presented with choices.
The casting of the spell will require that the potion have multiple doses to begin with. The casting will cause one dose of the potion to be used up during the transformation. When this occurs the DM will need to re-roll on their potion table to see what the new potion is. As a result of the casting of this spell the magic user will know what the potion is (if a cursed potion is called for the standard deception will still occur).
If the potion has three or more doses then the caster has the option of causing the spell to consume two doses and then the DM will need to roll three times and the caster will then have the option to pick from what was rolled. The caster can not sue more than two doses to increase their options. The maximum number of dosages that can be affected in any one casting of the spell will be limited to four normal doses.
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
Jan/Feb 1985
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "RuneQuest Preview: From the upcoming Gods Of Glorantha - The Cult of Uleria the Love Goddess" by Sandy Petersen and Greg Stafford
* "V.W.P.B.N.L.: How to Really Do unto Others" by Quentin Long
* Books & Gaming
The Mists Of Avalon by Marion Zimmer Bradley (Ballantine)
The Forest Of Doom by Ian Livingstone (Dell)
The Man Of Gold by M.A.R. Baker (DAW)
* "Secret Societies Part 2: The Rosicrucians" by E.S. Erkes
* "Traveller Variant: Genetic Engineering" by Dave Bryant
* "Commentary: Women & Gaming" by Lewis Pulsipher
* "Call Of Cthulhu Adventure: San Francisco - The Eye Of Sitar" by Darren Tschida
* Game Reviews
Toon (Steve Jackson Games)
Tekumel Sourcebook (Gamescience)
Tekumel Player's Handbook (Gamescience)
Justice Inc. (Hero Games)
Powers & Perils (Avalon Hill)
Stormbringer (Chaosium)
To Challenge Tomorrow (Ragnarok)
Marvel Super Heroes (TSR)
FTL: 2448 (Tri Tac)
Bushido (FGU)
The Drenslaar Quest (Gamelords)
Prusuit To Kadath (TOME)
Denial Of Destiny (FASA)
Beltstrike (GDW)
* Film Reviews
The Terminator
Supergirl
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Transmute Potion
Level: Fifth
Range: Touch
Duration: Permanent
Area of Effect: One Potion
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
This spell will allow the magic user to alter the nature of a magic potion. The change that is caused is random in nature and the caster will in now way be able to directly specify the change though they will in some cases be presented with choices.
The casting of the spell will require that the potion have multiple doses to begin with. The casting will cause one dose of the potion to be used up during the transformation. When this occurs the DM will need to re-roll on their potion table to see what the new potion is. As a result of the casting of this spell the magic user will know what the potion is (if a cursed potion is called for the standard deception will still occur).
If the potion has three or more doses then the caster has the option of causing the spell to consume two doses and then the DM will need to roll three times and the caster will then have the option to pick from what was rolled. The caster can not sue more than two doses to increase their options. The maximum number of dosages that can be affected in any one casting of the spell will be limited to four normal doses.
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, December 2, 2011
Different Worlds #37, Blood Shield
Different Worlds #37
The Magazine for Adventure Role-Players
Nov/Dec 1984
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "What Happened to RuneQuest: An Explanation of the Improvements to RuneQuest" by The Chaosium Staff
* Books & Gaming
Castles by Alan Lee (Bantam)
* "Secret Societies Part 1: The Strangest Sect in History - The Assassins" by E.S. Erkes
* "Amazon Artuams Part Two: Guardians of El Dorado" by Ernest Hogan
* "V.W.P.B.N.L.: The Joy Of Autofire" by Quentin Long
* "Profiles from the Four-Fold Way" by Greg Costikyan
* "Special Ringworld Module: Louis Wu & His Motley Crew" by Ed Gore
* Game Reviews
Ringworld (Chaosium)
Chill (Pacesetter)
Village of Twilight (Pacesetter)
Lords Of Creation (Avalon Hill)
Rolemaster (ICE)
Stormhaven (Blade)
Aslan (GDW)
The Klingon Empire (FASA)
The Federation (FASA)
Bad Medicine for Dr. Drugs (Chaosium)
Blizzard Pass (TSR)
Startown Liberty (Gamelords)
The Island of Doctor Apocalypse (FGU)
* "Deltans for Star Trek" by Paul Montgomery Crabaugh
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Blood Shield
Level: Third
Range: 9"
Duration: Special
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: Halves
When this spell is cast the magic user causes a ball of negative energy to travel forth from their hands and fill a space equal to the area of effect at the point they specify. The energy will cause damage to all in the area of effect. It will also then allow the caster to use the damage done as a shield. Those covered by the blood shield will have a visible red aura to them.
The spell will do 1d3 damage per level plus an amount equal to the level of the caster to all in the area of effect. Those affected by the spell are entitled to a saving throw and if made they suffer only half damage from the draining effect. The DM should note how much damage is done to each victim and note each individually.
Once the damage is determined the caster then has two options. They can use the damage done to create a blood shield on either themselves individually or spread it amongst any number of targets up to the number of victims that were affected. All the damage done to any one victim must be assigned as a shield to only one target (eg if 12 points of damage were done to one victim that 12 points must be assigned as shield points to the same target). These points will absorb damage done to the target on a point by point basis until they are all used up.
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
Nov/Dec 1984
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "What Happened to RuneQuest: An Explanation of the Improvements to RuneQuest" by The Chaosium Staff
* Books & Gaming
Castles by Alan Lee (Bantam)
* "Secret Societies Part 1: The Strangest Sect in History - The Assassins" by E.S. Erkes
* "Amazon Artuams Part Two: Guardians of El Dorado" by Ernest Hogan
* "V.W.P.B.N.L.: The Joy Of Autofire" by Quentin Long
* "Profiles from the Four-Fold Way" by Greg Costikyan
* "Special Ringworld Module: Louis Wu & His Motley Crew" by Ed Gore
* Game Reviews
Ringworld (Chaosium)
Chill (Pacesetter)
Village of Twilight (Pacesetter)
Lords Of Creation (Avalon Hill)
Rolemaster (ICE)
Stormhaven (Blade)
Aslan (GDW)
The Klingon Empire (FASA)
The Federation (FASA)
Bad Medicine for Dr. Drugs (Chaosium)
Blizzard Pass (TSR)
Startown Liberty (Gamelords)
The Island of Doctor Apocalypse (FGU)
* "Deltans for Star Trek" by Paul Montgomery Crabaugh
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Blood Shield
Level: Third
Range: 9"
Duration: Special
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: Halves
When this spell is cast the magic user causes a ball of negative energy to travel forth from their hands and fill a space equal to the area of effect at the point they specify. The energy will cause damage to all in the area of effect. It will also then allow the caster to use the damage done as a shield. Those covered by the blood shield will have a visible red aura to them.
The spell will do 1d3 damage per level plus an amount equal to the level of the caster to all in the area of effect. Those affected by the spell are entitled to a saving throw and if made they suffer only half damage from the draining effect. The DM should note how much damage is done to each victim and note each individually.
Once the damage is determined the caster then has two options. They can use the damage done to create a blood shield on either themselves individually or spread it amongst any number of targets up to the number of victims that were affected. All the damage done to any one victim must be assigned as a shield to only one target (eg if 12 points of damage were done to one victim that 12 points must be assigned as shield points to the same target). These points will absorb damage done to the target on a point by point basis until they are all used up.
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, December 1, 2011
Different Worlds #36, Reverse Bonus
Different Worlds #36
The Magazine for Adventure Role-Players
Special Magic Issue
Sep/Oct 1984
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "A Christian Looks At Role-Playing: Are We Pagans?" by W. Glenn Kirkconnell
* "Magic & Social Structure: A Magic-Based Society" by David Dunham
* "Ringworld Errata"
* "Kabbalistic Magic: On How to Use the Mystical Interpretations of the Jewish Holy Books in Adventure Role-Playing Games" by Simcha Kuritzky
* "Origins 84 Scrapbook" by John T. Sapienza, Jr.
* " A RuneQuest Module: Where's Ogmar?" by Alan LaVergne
* Game Reviews
Chivalry and Sorcery (FGU)
Mercenaries, Spies & Private Eyes (Blade)
Lands of Adventure (FGU)
The Traveller Adventure (GDW)
Cthulhu Companion (Chaosium)
Dark Assassin (FASA)
Witness for the Defense (FASA)
Island of Dr. Destroyer (Hero Games)
Places of Mystery 1: Chilling Chambers (Companions)
The Undersea Environment (Gamelords)
Famine in Far-Go (TSR)
* "Doing It With Class: Four Professions For Call Of Cthulhu" by Paul Montgomery Crabaugh
* Books & Gaming
The Hero With a Thousand Faces (Princeton University Press)
* Film Reviews
Gremlins
Star Trek III: The Search For Spock
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Reverse Bonus
Level: Third
Range: 6"
Duration: 1 Turn + 1 Round/Level
Area of Effect: 1 Creature/3 Levels
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user will cause any bonuses that the targets might have for any reason to be reversed. This will affect anything except permanent pluses such as pluses to hit points.
The spell will cause any bonuses to hit or armor class to be reversed. It will also affect saving throw bonuses as well as any pluses from magic items that affect combat or saving throws. This means that armor with a +3 is now treated as having a -3 and that a +1 sword now has a -1 to git and on damage. This spell has the odd effect of reversing negative bonuses as well. If a victim has a cursed weapon that is -2 it would become a +2 weapon and a character with negative attribute modification will have those reversed while under the spell effect.
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 Magic Issue
Sep/Oct 1984
Cover price: $3
Cover: Steve Purcell
* "Sword Of Hollywood" by Larry DiTillio
* "A Christian Looks At Role-Playing: Are We Pagans?" by W. Glenn Kirkconnell
* "Magic & Social Structure: A Magic-Based Society" by David Dunham
* "Ringworld Errata"
* "Kabbalistic Magic: On How to Use the Mystical Interpretations of the Jewish Holy Books in Adventure Role-Playing Games" by Simcha Kuritzky
* "Origins 84 Scrapbook" by John T. Sapienza, Jr.
* " A RuneQuest Module: Where's Ogmar?" by Alan LaVergne
* Game Reviews
Chivalry and Sorcery (FGU)
Mercenaries, Spies & Private Eyes (Blade)
Lands of Adventure (FGU)
The Traveller Adventure (GDW)
Cthulhu Companion (Chaosium)
Dark Assassin (FASA)
Witness for the Defense (FASA)
Island of Dr. Destroyer (Hero Games)
Places of Mystery 1: Chilling Chambers (Companions)
The Undersea Environment (Gamelords)
Famine in Far-Go (TSR)
* "Doing It With Class: Four Professions For Call Of Cthulhu" by Paul Montgomery Crabaugh
* Books & Gaming
The Hero With a Thousand Faces (Princeton University Press)
* Film Reviews
Gremlins
Star Trek III: The Search For Spock
* "A Letter from Gigi" by Gigi D'Arn
Published by Chaosium Inc.
48 pages + 8-page module stapled to center of issue.
Spell:
Reverse Bonus
Level: Third
Range: 6"
Duration: 1 Turn + 1 Round/Level
Area of Effect: 1 Creature/3 Levels
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user will cause any bonuses that the targets might have for any reason to be reversed. This will affect anything except permanent pluses such as pluses to hit points.
The spell will cause any bonuses to hit or armor class to be reversed. It will also affect saving throw bonuses as well as any pluses from magic items that affect combat or saving throws. This means that armor with a +3 is now treated as having a -3 and that a +1 sword now has a -1 to git and on damage. This spell has the odd effect of reversing negative bonuses as well. If a victim has a cursed weapon that is -2 it would become a +2 weapon and a character with negative attribute modification will have those reversed while under the spell effect.
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 30, 2011
Different Worlds #35, Conquered Champion
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.
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.
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.
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