"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 Magazine. Show all posts
Showing posts with label Magazine. Show all posts
Friday, February 17, 2012
Heroes Magazine #8, Honor Amongst Thieves
When last I wrote about issue #7 I suggested that the issues began falling apart after that one. I had forgotten about this issue. It is very much the calm before the storm of decline. This issue comes close to the very early issues in the level of content. It is not as good but it is better than the the previous and even issue #5 if you take out the city insert.
The issue has a number of articles that are Powers & Perils related which is a nice after a long run of RuneQuest heavy issues. Not that there is anything wrong with RuneQuest it is just that mixing it up is nice. The articles on the Sea of Tears and Shadow Magic are particularly interesting and would be things that could be incorporated easily into other systems by a GM if desired.
The issue also features an article for Lords of Creation. The article deals with Dragonslayers and provides statistics for them. It also provides information on the various dragons that they slew to earn the moniker of Dragonslayer. There are also some RuneQuest specific portions which include a new and expanded character sheet. I can't recall what the previous one looked like so I can't speak to how "expanded" it was.
The Powers & Perils articles make the issue but the articles for other game system are worth reading as well. The magazines can be found cheap so I would pick them up just for reference material if nothing else.There aren't too many more after this one.
Published: 1986
Pages: 48
Contents:
- "Expanded RuneQuest Character Sheet" by John T. Sapienza, Jr.
- "Fatigue and Damage Changes for RuneQuest" by Jonathan Tweet
- "A New Look at Sorcery" (RuneQuest) by B. L. Humphreys
- "Dragonslayers" (Lords of Creation) by William Wilson Goodson Jr.
- "The Sea of Tears" (Powers & Perils) by Richard Snider
- "The Priesthood" (Powers & Perils) by Richard Snider
- "New Skills for Powers & Perils) by Richard Snider
- "Shadow Magic" (Powers & Perils) by Richard Snider
- "Talents for RuneQuest" by Andrew Scott MacKenzie
- "Is Your Character Normal? (Conforming P&P Characters to Their Land)" by Mike Olson
- "Tips for Tyrants: Imperial Tactics for Freedom in the Galaxy" by Trevor L. Bynum
- "GM Friends" (RuneQuest) by Jonathan Tweet
- "Shield Law" (RuneQuest) by Morgan Woodward
- "Details, Details" by Craig Barrett
Spell:
Honor Amongst Thieves
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of dexterity.
When the spell is cast DM will need to determine the Dexterity score of all in the area of effect. Each affected individual will then suffer damage based on their Dexterity score subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, February 13, 2012
Heroes Magazine #7, Stomach Through It
Heroes #7 begins the second volume of the magazine. For those not familiar with the magazine I will spoil this for you. The magazine will not finish this volume. This issue of the magazine is the last one before you really start to see that things were going south fast.
This issue is not one that has a lot of value unless you are a fan of RuneQuest. This does not mean that it does not have value for those not playing RuneQuest but most of the issue is dedicated to the flagship of Avalon Hill games. This issue seemed like the magazine transitioned from a Dragon type of magazine to a Dungeon type of magazine. There was also a problem with the issue and it not having everything that it said it would in the table of contents.
The adventures are all good and these can always be converted. There are two larger adventures designed for RuneQuest and then a shorter one designed for Powers & Perils. The other item of note was a good article for RuneQuest on a a new clan called the Ostrich Clan. This may not be to everyone liking but I found it had a few points that I could borrow for use elsewhere.
This may have been the weakest of the issues so far as there was not much here other than the items I noted. Even the items that had become standard fare such as the discussion on James Bond were not present in this issue. There also appears to have been a missed year in publication as the others were 1984 and this jumps to 1986. It is still worth buying as you should be able to pick it up cheap.
Published: 1986
Pages: 48
Contents:
- "The Ostrich Clan: Animal Nomad Tribe of Prax" (RuneQuest) by Mike Dawson
- "Journey to Falderbash: A RuneQuest Adventure" by Bill Williamson
- "Gruug's Cave: A RuneQuest Adventure" by Alan LaVergne
- "Three Quests for Curses: A Powers & Perils Adventure" by Mike Olson
- "RuneQuest Hit Points" by John T. Sapienza, Jr.
Listed in the Table of Contents but not appearing were
Heroes Etcetera by Morgan Woodward & Jonathan Tweet
Expanded RuneQuest Character Sheet by John T. Sapienza, Jr.
Spell:
Stomach Through It
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of constitution.
When the spell is cast DM will need to determine the Constitution score of all in the area of effect. Each affected individual will then suffer damage based on their Constitution score subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, February 11, 2012
Heroes Magazine #6, Discretion Is Valor
Having written about issue #5 earlier my attention today will be on issue #6. This is the final issue of the first volume of the magazine. The overall value of the magazine seems to fluctuate up and down more so than perhaps Dragon magazine did at that time. This is very subjective though and to the gamers that played the Avalon Hill games specifically RuneQuest this may not be the case.
The major reason to pick up this issue will again be RuneQuest related. There is an adventure that is included in the magazine that can be used for RuneQuest or with a little work could be adapted to another game. The real gem of the magazine is the setting of Fonrit. The setting is where the included adventure takes place but oddly enough is not located on the Fonrit map.
The issue continues the History of the Lunar Empire series which is a good read and will provide the DM with some ideas to incorporate into their campaign if desired. The other RuneQuest item of note should have been the Gods of Glorantha preview except is was just a calendar and the calendar in RuneQuest is pretty simple. The art included between the seasons were nice though. I did not recall them from Gods of Glorantha and will have to find my copy of that to make sure they were included.
There are a few other articles of interest including a very lengthy write up on Dragon Pass and then a shorter offering for Dune. The issue is worth picking up just on the strength of the Fonrit offering in my opinion though.
Published: 1984
Pages: 48
Contents:
- "History of the Lunar Empire: The Fifth (or Hone-eel's) Wane" by Greg Stafford
- "Advancing the Game: Commentary of Expanding the James Bond Rules" by Robert Kern
- "Dragon Pass: Mastering the Unique and the Strange" (RuneQuest) by Brett Murrell
- "New Skills for RuneQuest" by Greg Stafford and Sandy Petersen
- "The Big Hit: A RuneQuest Scenario" by Sandy Petersen
- "Preview of Gods of Glorantha: Gloranthan Calendar" (uncredited)
- "The Land of Fonrit" (RuneQuest) by Greg Stafford and Sandy Petersen
- "RuneQuestions" by the Chaosium staff
- "Nordic Magic and Madness" (RuneQuest Vikings) (uncredited)
- "The Winds of War Coriolis Style" (Dune boardgame) by Tom Snider
- "From Magic Markers to Mystic Tape" by Nick Smith
- "The Care and Feeding of Hungry Villains" by Criag Barrett
- "Simple Combat for RuneQuest" by Steve Marsh
- "A Matter of Gravity" (Lords of Creation) by William Goodson
- "Gaming My Way: Instant Cures for Campaign Crashes" by Quentin Long
Spell:
Discretion Is Valor
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of wisdom.
When the spell is cast DM will need to determine the Wisdom score of all in the area of effect. Each affected individual will then suffer damage based on their Wisdom score subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, February 10, 2012
Heroes Magazine #4, Twas Beauty
Next in the ongoing look at Heroes magazine is issue #4. This issue stepped the game up again from the dip I suggested that occurred in the third issue. This issue is still not up to the same level as the first two issues but it does have good material in it. The material is still all Avalon Hill specific but it can be used as is for those games, converted or used as inspirational material.
Glorantha is a setting that I have always held in high regard and it may be, my conjecture only, the longest running continuous retail setting out there. That is just my supposition though and if anyone knows for sure it would be great to hear about the validity of that statement.
I mention Glorantha because the two best portions of this article are RuneQuest related. The first is a write up on three deities from Glorantha. This is apparently the first time these have appeared as official material but may not be the only place they appear. The other item for RuneQuest is "The Wolfrunners" a scenario written by none other than Sandy Peterson.
The third item that I think is of overall use is the additional material for the dueling rules for use in Lords of Creation. The previous issue had introduced the rules and now we are presented with write ups and statistics on some of the great swordsmen from history and literature for use with those rules. This very much put me in mind of the Boot Hill article in Dragon that gave numbers for the great gunfighters. Even without the numbers or use in the dueling rules some of the information was new to me and was a fun read.
There was another part of the magazine that would be of interest to those that play Freedom In the Galaxy. This is a board game that I own but it was purchased in the shrink-wrap so I can't bring myself to open it. This provides a good overview of the game and some additional material. The other articles in the magazine are still all good but the highlights are the ones above.
Published: 1984
Pages: 48
Contents:
- "The Coming of the Vikings: A Preview of the Next RuneQuest Product" by Greg Stafford
- "More Accessories for Agents: The Newest Devices from Q Division" by Greg Gordon
- "Pirates, Buccaneers & Highwaymen for Lords of Creation Dueling Rules" by Tom Modvay
- "The Design of Octopussy" by Neil Randall
- "Gods of Glorantha: Orlanth, Hykim & Mikyh" (uncredited)
- "The Wolfrunners: A RuneQuest Scenario" by Sandy Petersen
- "Galactic Freedom: It's What the Emperor Wants, Doesn't He?" (Freedom in the Galaxy boardgame) by Charles E. Duke
- "Science Fiction for the Wargamer" AH's Freedom in the Galaxy" by Nicky Palmer
- "A Primer for Combat" (James Bond 007) by Gerry Klug
- "Equal Time for Lycanthropes" by Quentin Long
- "To Challenge the WIzard's Quest" (Wizard's Quest boardgame) by Thomas Boeche
- "Gloranthan Pottery: First Wane" (uncredited)
Spell:
Twas Beauty
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of comeliness.
When the spell is cast DM will need to determine the Charisma score of all in the area of effect. Each affected individual will then suffer damage based on their Charisma subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, February 8, 2012
Heroes Magazine #3, The Pen Is Mightier
The third issue of Heroes is was a little bit of a let down for me from the previous two issues. There was a continuation of the ongoing article series on alien races for Lords of Creation. This has been in all three issues and looking back this might be something worth review by DMs if they want to expand their games with different races.
The only real gem in this issue was the Dueling rules for Lords of Creation by Tom Moldvay. It was presented as a pull out game but I think it could be adapted for other games. The rules are fairly detailed and since I have not had a chance to use them I am not sure how much they might slow a game down. They are still nice to have and it might even be something that could be played as a stand alone venture as more of a beer and pretzel type of game.
The magazine features a few other articles and though there is nothing that is terrible there is also nothing that stands out to make me say this is as good an issue as the other two I have reviewed previously. This is not to say that another reader may not find a hidden gem for their own uses.
Published: 1984
Pages: 48
Contents:
- "Accessories for Agents: The Newest Devices from Q Division" by Greg Gordon
- "Alienating Yourself--Seven Science Fiction Races for Lords of Creation: Part Two" by Tom Moldvay
- "Creepy Critters: Insects for RuneQuest" by Sandy Petersen
- "James Bond 007: The History of the Game" by Gerry Klug
- "Careful Character Generation in Powers & Perils" by Richard L. Snider
- "Musketeers, Swashbucklers & Crimson Pirates: Dueling Rules for Lords of Creation" by Tom Moldvay
- "Adventures in the Forest Primeval: Exploring the Mystic Wood" by Matthew Pirrone
- "Weapon Masters of the Western Lands" by Richard L. Snider and David Kuijt
- "A Ship for RuneQuest: Waertagi Fastship" by Greg Stafford
- "Too Many Monsters" by Craig Barrett
- "How to S.C.I.M Successfully" (Review of S.C.I.M.M.A.R.S. computer game) by David Kuijt
- "Gaming My Way" by Quentin Long
- "What's What & Where's Where in Glorantha" by Steve List
- "Worldview: Republican Fallacies" by Hal Heydt
Spell:
The Pen Is Mightier
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of mental aptitude.
When the spell is cast DM will need to determine the Intelligence score of all in the area of effect. Each affected individual will then suffer damage based on their intelligence subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, February 5, 2012
Heroes Magazine #2, Might Makes Right
Issue #2 of Heroes magazine picks up right where issue one left off. This issue features a pair of items that really make it stand out for me though. The first is the articles on the personalities from Elric. I strongly advise anyone who has not read the books and will eventually to avoid this. If you do not plan on picking them up then this will provide you will an understanding of the characters and for the DM ideas for some great NPCs. This I am also connecting with the different Elric scenarios which are designed for the Elric game which I have always felt was an underrated gem.
The largest article in the magazine is the Doom Manor adventure that was written for Powers & Perils. It consumes almost half of the magazine and is worthy of that much space. The only problem with the adventure is that it is written for Powers & Perils which means that most people will never have had the chance to play it. I think that this adventure is very deserving of a conversion to either a universal format or better yet some version of D&D prior to 3e. This adventure alone makes the issue worth picking up.
Published: 1984
Pages: 48
Contents:
- "The Making of Goldfinger, the Roleplaying Adventure" by Robert Kern
- "Alienating Yourself: Science Fiction Races for Lords of Creation: Part One" by Tom Moldvay
- "History of the Lunar Empire, Part Two: Skyburn and the Coming of the Conquering Daughter" by Greg Stafford
- "Of Hordes and Heroes: The Personalities of Elric" by Glenn Rahman
- "The White Wolf's Revenge: More Elric Scenarios" by Jeffrey K. Seiken
- "Doom Manor" by Richard L. Snider
- "What Does a Hero Want: A Selection of Artile Topics for Heroes Magazine" by Heroes staff
- "War Fleets of Glorantha: Or, Cement Ships and Leafy Sails" by Greg Stafford
- "Hero at Work: James Bond 007" by Neil Randall
- "Once More Against the Hun" by David Kuijt
Spell:
Might Makes Right
Level: Fourth
Range: 9"
Duration: None
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Halves
When this spell is cast the magic user causes all in the area of effect to suffer damage. The amount of damage suffered will be determined by each victims lack of physical prowess.
When the spell is cast DM will need to determine the Strength score of all in the area of effect. Each affected individual will then suffer damage based on their strength subtracted from 18. The damage will be equal to that number plus a d6 for each point of difference as well. The victim is entitled to a saving throw versus the d6 damage and if successful suffers half damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, February 4, 2012
Heroes Magazine #1, Command Appearance
I have written about an issue of Heroes magazine before. It was issue #5 and I am not sure why I picked that one over this one. As I have talked about in the past old magazines are like miniature time capsules for me. I love reading one and seeing what was new and hot at the time the magazine was printed. I have a great Science Digest magazine from 1965 with an article by Asimov on life in 1990.
Heroes was the house magazine for Avalon Hill and as a result talks about Avalon Hill products. There are quite a few great Avalon Hill products so this is not a bad thing though it is limiting. Being the first issue there are also some housekeeping issues such as telling potential contributors what to submit.
The magazine starts strong with a pair of articles on the History of the Lunar Empire and A Traveler's Guide to Donara. I have always been more than a little intrigued with the Powers & Perils game. I purchased it when it first came out and could never get a group interested in playing it. The setting for the game seems to be a rich one based on the article on Donara.
The two other highlights for me were the Lords of Creation adventure by Tom Moldvay. I am not sure that I would ever have call to use it. I own Lords of Creation but it is not something that I have ever felt the urge to run. I would love to play it sometime but it is not a game I want to GM. The concept is good but there are others in the genre I would pick first. That being said the adventure reads well and has so many tables to use in other ways. The review of Telengard also intrigued me. Back in 1984 here is a 50 level megadungeon. The review suggests that each level has over 10,000 rooms and hallways. That may be a slight exaggeration but even if it is a tenth of that number I want a map of the beast. The ad for Telengard got me as well. There is something about the map. It is on page 42 if you can find a copy of the magazine.
Overall I have found the Heroes magazine to have well written articles and material I can use even if I don't play the game it is written for. You can find them periodically on eBay and sometimes even in runs which makes it nice. I would suggest picky them up but then I am a magazine freak apparently.
Published: 1894
Pages: 48
Contents:
- "History of the Lunar Empire: Zero Wane" by Greg Stafford
- "A Traveller's Guide to Donara" by Drachir Redins
- "So What's So Great About Powers & Perils" by Richard Snider
- "Amoeba Wars: An Analysis" by Mike Bennighof
- "Survival Run of the Starnomads (A Lords of Creation Adventure)" by Tom Moldvay
- "What Does a Hero Want?: A Selection of Article Topics for Heroes Magazine" by Heroes staff
- "RuneQuest: New Face for an Old Friend" by Greg stafford
- "Down in a Darkling Dungeon (A Review of Telengard)" by Mike O'Brien
- "Dune Scenario: The Ixian Jihad" by Kenneth W. Burke
Spell:
Command Appearance
Level: Third
Range: 9"
Duration: Special
Area of Effect: One Creature
Components: V,S
Casting Time: 3 Segments
Saving Throw: Negates
When this spell is cast the magic user compels the target creature to assist them. The sole function of this assistance will be to get them to the base of operations for the highest "boss" they know of.
The DM will need to determine who the highest ranking official the target of the spell might know. The spell is also limited in scope to the immediate location the target is in. The smallest scale would be a dungeon level or perhaps an entire dungeon. Even if the guard in the town knows the location of the king 200 miles away he will not take the party there but he might take one to the mayor or at least the commander of the garrison.
While under the spell the victim can not combat the party. It will take them to their leader but they do not have to do it in the safest manner though the route must be basically direct. When the location is reached the target will then turn around and proceed at the fastest pace possible to the location the spell was cast at. Once there they are free to act as deemed appropriate.
The spell does not grant any special communication ability with the target of the spell. The victim will know what they are expected to do though and act accordingly.
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.
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