"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.

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.

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.

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.

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.

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
.

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.

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.

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. 

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. 

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.

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.

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.

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