"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 Different Worlds. Show all posts
Showing posts with label Different Worlds. Show all posts

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.

Tuesday, November 22, 2011

Different Worlds #27, Repulsion

Different Worlds #27
The Magazine for Adventure Role-Players
Urban Adventuring Issue

March 1983

Cover price: $3.00

Cover: Mark Roland

    * "FRP Town Design Survey" by Ken Rolston
    * "An Introduction to the City of RuneQuest Pavis: Threshold To Danger" by Greg Stafford & Steve Perrin
    * "Thieves' World Mini-Supplement: The 'Empty' Buildings of Sanctuary" by Anders Swenson
    * "Antagonists for the Gangster! and Call Of Cthulhu role-playing games: Mob Leaders" by Glenn Rahman
    * "Call Of Cthulhu Scenario: Thoth's Dagger" by William Hamblin
    * "In the City of Tenochtitlan, a Man Used to be ... Dressed for a Flowery Death" by Ernest Hogan
    * Books & Role-Playing
      The King Arthur Companion (Reston)
      Aztec (Avon)
      The Sun, He Dies (Signet)
      Tomoe Gozen (Ace)
      Golden Naginata (Ace)
    * Reviews
      Swordbearer (Heritage USA)
      Daredevils (Fantasy Games Unlimited)
      SoloQuest (Chaosium)
      The Trail of the Sky Raiders (FASA)
      Starport Module One: Hotel Complex (FASA)
    * "Metal Marvels Presents: Heritage's Conan Line" by John T. Sapienza, Jr.
    * "Adventure By Design: Designer, Entertain Thyself" by Greg Stafford
    * "The Sword of Hollywood" by Larry DiTillio
    * Film Review
      Videodrome
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
56 pages.


Spell:

Repulsion


Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None

When this spell is cast the magic user causes the hands of the  target creature to be enveloped in a field of energy. The field  will have no immediate detrimental effect on the target and will  be invisible to the naked eye.

The field will cause the hands of the victim to repel any items  that they might try to pick up. If the target is currently  holding any items they will need to make a roll versus their  strength at a +4 or drop the item. If they do retain possession  of the item anytime they move it they will need to make another  save. If it is a weapon being held any attacks will be at -4 to  hit. If they are not holding anything they will be unable to  grasp any items for the duration of the spell as their hands or  the items will be pushed away from any other object.

The material component of this spell will be a pair of bar  magnets. The magnets will need to be of equal size and shape.  They will not be destroyed with the casting of the spell and may  be reused.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Monday, November 21, 2011

Different Worlds #25, Transformation

Different Worlds #25
The Magazine for Adventure Role-Players

November 1982

Cover price: $2.75

Cover: Mark Roland

    * "For Call Of Cthulhu and Similar-Period Games: Divination Skills" by Randy McCall
    * "Campaign Tip: The Calendar & Your Campaign World" by John T. Sapienza, Jr.
    * "Effects of Mass in Traveller" by William C.S. Affleck Asch Lowe
    * "Convention Report: Humor and Rumor at GENCON XV" by Paul Reiche III
    * "Convention Tips: Do You Have Fun at Fantasy Role-Playing Conventions?" by Ken Rolston
    * "ORIGINS '82 Scrapbook" by Tadashi Ehara
    * "First Annual Game Designers' Guild Banquet & Beer Bash" by Tadashi Ehara
    * Books & Role-Playing
      Strata (Science Fiction Book Club)
      Blade Runner/Do Androids Dream of Electric Sheep? (Del Rey)
    * "Illusion: Theory And Practice" by Richard L. Snider
    * "Adventure By Design - Beating Order into Chaos: Outlining Your Ideas" by Paul Jaquays
    * Reviews
      Man, Myth and Magic (Yaquinto)
      Aslan Mercenary Ships (FASA)
      Cities (Midkemia Press)
      RQ Borderlands (Chaosium)
    * "Metal Marvels: Characters and Monsters by TA-HR, Demon Lords by Spartan Miniatures" by John T. Sapienza, Jr.
    * "The Sword Of Hollywood" by Larry DiTillio
    * Film Review
      Beastmaster
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Spell:

Transformation  


Level: Ninth
Range: Touch/Special
Duration: Permanent
Area of Effect: One Creature
Components: V,S,M
Casting Time: One Round
Saving Throw: None/Special

With the casting of this spell the magic user causes an terrible  transformation to take place in the victim of the spell if they  fail their saving throw. Even those that make their save will  suffer a loss of life energy of a variable level.

This spell can be cast in two manners. The first of these will  require that the magic user touch the target of the spell. The  second option allows the caster to put the spell on an item so  that the next person to don the item will suffer the effect of  the spell.

If the spell is cast via touch then the creature that is touched  by the caster will not be entitled to a saving throw. When the  target is touched they will immediately be transformed in regards  to race, sex and class. They will need to re-roll their statistics  as well. The victim will retain their experience points and as a  result their level may change. The DM should arrive at a means of  determining the class randomly among what is allowed. In addition  the target will be teleported to either their base of operations  or not having such a location where someone of their race would  be born to. The victim retains all knowledge about their former  life and what happened to them.

If the spell is cast on an item then the creature that dons the  item will be entitled to a saving throw. If the save is made then  they are not transformed. They will suffer a loss of one energy  level. They will then need to make a saving throw and if that  fails another will be lost. This will be repeated until such time  that a saving throw is made.

The casting of this spell is not done lightly by the caster in  most cases. The energy connected with this spell will allow it be  cast only once per game month. When the spell is cast the magic  user will immediately age five years. If the spell is cast by  touch then the caster will be required to make a saving throw and  if they fail then they will lose one level of experience as a  result of the casting. If cast into an item then the caster will  lose one level of experience and is not entitled to a saving  throw. If the caster is within a 12" range when the effect of the  item triggers they will stand a 50/50 chance of gaining any  energy levels lost by the victim.

The material component of this spell will be a small set of gem  encrusted platinum dice. These will be rolled by the caster and  vanish when the spell is cast. The victim of the spell will find  them on their person regardless of the outcome of the spell after  it triggers. The cost of these dice will not be less than 1000  gp.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Sunday, November 20, 2011

Different Worlds #20, Siren's Song

Different Worlds #20
Magazine of Adventure Role-Playing Games

March 1982

Cover price: $2.50

Cover: Luise Perenne

    * "General-Cover Story: Zarzeena's World" by Steve Perrin
    * "Designer's Notebook: Heraldry" by Robin Wood
    * "D&D Variant: Giving Birth" by Roby Ward
    * "Traveller Scenario: Race for the Specter" by Doug Houseman
    * "How to Design Mythology" by David P. Joiner
    * Reviews
      The Free City of Haven (Gamelords)
      The Iron Wind (Iron Crown Enterprises)
      Against The Giants (TSR)
      Port O' Call: Tarlkin's Landing (Judges Guild)
      Glimmerdrift Reaches (Judges Guild)
      Crucis Margin (Judges Guild)
      The Sinister Secrets of Saltmarsh (TSR)
    * Books & Role-Playing
      The Ice Is Coming (Del Rey)
      Othergates No. 3, 1982: A Market Guide (Unique Graphics)
    * "Source Article: The Mimi" by Ernest Hogan
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Spell:

Siren's Song


Level: Third
Range: 9"
Duration: 1 Turn + 2 Rounds/Level
Area of Effect: One Creature/Round
Components: V,S
Casting Time: 7 Segments
Saving Throw: Negates

When this spell is cast the magic user causes one creature they  target to become entranced by haunting music. In addition to  their becoming entranced by the music the target will become  invisible to all others save the caster for a period of five  rounds the round after they wander off.

While entranced the target will wander off in the direction they  perceive the music to be coming from. This should be randomly  determined by the DM. While wandering the victim will do anything  they can to get to the music but will not do anything that would  cause immediate direct harm to themselves.

The caster will be able to affect one target per round up to a  number of targets equal to their level of experience. The DM will  need to make perception rolls for any others in the area of  effect to see if they notice the others wandering off. This roll  will be modified based on how discreet the caster has tried to be  in picking targets off.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Saturday, November 19, 2011

Different Worlds #19, Vision Window

Different Worlds #19
Magazine of Adventure Role-Playing Games
Special Cthulhu Issue

February 1982

Cover price: $2.50

Cover: Roland Brown

    * "Call Of Cthulhu: Designers' Notes" by Sandy Petersen &  Lynn Willis
    * "Call Of Cthulhu Variant: Guns Against Cthulhu" by Dick  Wagenet
    * "Call Of Cthulhu Scenario: Underground Menace" by Sandy  Petersen
    * "Call Of Cthulhu Errata and Second Thoughts"
    * "Gangster!: Bad Guys for Modern Role-Playing - The Gang  Leaders" by Glenn Rahman
    * "Metal Marvels: Safe Storage for Figures - The Many Ways  for Storing a Lead Figure Safely" by John T. Sapienza, Jr.
    * "Adapting Thieves' World to Heroes Of Olympus: Thieves Of  Sparta" by B. Dennis Sustare
    * Reviews
      Call Of Cthulhu (Chaosium)
      The Spawn Of Fashan (Games of Fashan)
      Deities And Demigods (TSR Hobbies)
      Adventure Class Ships, Vol. 1 (FASA)
      Palace of the Silver Princess (TSR)
      The House on Hangman's Hill (Judges Guild)
      Trial By Fire (Judges Guild)
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Spell:

Vision Window


Level: Third
Range: Unlimited
Duration: Special
Area of Effect: One Window
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None

When this spell is cast the magic user will be able to turn a  normal non-magical window into a scrying device. The window will  be limited in that it will only be able to view locations on  another side of a window. Others able to see the window will be  able to see what the caster is seeing.

The caster will be able to specify a specific window if desired  and in that case they will lock into it. If they do not know the  location of a window to use but have a general idea the spell  will lock onto a random window in that area.

The caster can then view through that window. The can also make  it so that they are viewing it from the opposite side. If not  satisfied make it jump to the next closest window that has not  been used. They can continue this until they are satisfied with  the window they are viewing through.

The spell will last for as long as the caster maintains  concentration and is viewing through the window themselves. The  spell does have some drawbacks though. If the caster spends more  than two rounds viewing through a window there is a 10%  cumulative chance that the window will begin allow any others in  the area being viewed to see the caster as well. Even if the  chance is met then the DM will need to make a perception roll for  those in the other location to see if they notice.

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 18, 2011

Different Worlds #17, Sphere of Spoilage

Different Worlds #17
Magazine of Adventure Role-Playing Games

December 1981

Cover price: $2.50

Cover: Steve Leialoha

    * "Solo RuneQuest Scenario: Ware Hall" by Sandy Petersen
    * "D&D Variant: Speed In Melee" by Ronald Mark Pehr
    * "Traveller: For Sale - Three New Fighters for Your SpaceForce" by Paul Montgomery Crabaugh
    * "RQ/Gateway Cult: The Fire God of the Tundra Nomads - Enuk Manamee" by Greg Wilson
    * "TFT: The Horseclans Player" by Ronald Mark Pehr
    * "Skull & Crossbones Scenario: The Log of the Lively Lady" by Gerald Seypura
    * "An Approach to World-Building: QuestWorld" by Lynn Willis, Greg Stafford, and the Chaosium Staff
    * "Minatures: Conversions In Lead" by Robin Wood
    * "D&D Magic: Devious Magic" by Robert Plamondon
    * "D&D Variant: Non-Human Level Limits" by John T. Sapienza, Jr.
    * Reviews"
      Champions (Hero Games)
      Ravenscrag (Judges Guild)
      Assault on the Aerie of the Slave Lords (TSR)
      In the Dungeons of the Slave Lords (TSR)
      Cults Of Terror (Chaosium)
      Dargon's Dungeon (Flying Buffalo)
      The Illhiedrin Book (Judges Guild)
      Zienteck (Judges Guild)
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Spell:

Sphere of Spoilage


Level: Third
Range: 9"
Duration: Permanent
Area of Effect: 6" Radius Sphere
Components: V,S,M
Casting Time: 1 Round
Saving Throw: Special

When this spell is cast the magic user creates a magical sphere  wherein any foodstuffs or liquids that enter it will be unusable.  This spell effect will be permanent though it can be removed via  a Remove Curse or more powerful spell.

The effect will be immediate and with no save for any edible  materials that enter the area of effect. The same will be true  for liquids that enter the sphere. The items will not become  toxic they will become foul tasting and inert. Anyone eating or  drinking items so affected will need to save versus poison to  avoid becoming sick to their stomachs if they do try to eat.  Anything they can keep down will serve no benefit as far as  keeping them alive.

Magical foods or liquids, including potions, that enter the sphere will have a 50% chance of being affected by the magic of  the sphere. Its that are affected will still be entitled to a  saving throw. Those that make their save will not be affected and  those that fail will become non-magical and suffer the same fate  as non-magical items.

The material component of this spell will be a small piece of  spoiled food or tainted liquid. The caster will be required to eat or drink the material component 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.

Thursday, November 17, 2011

Different Worlds #15, Mind's Eye

Different Worlds #15
Magazine of Adventure Role-Playing Games

October 1981

Cover price: $2.50

Cover: Rick Becker

    * "More Citizens: Six New Classes for Traveller" by Paul Montgomery Crabaugh
    * "Better Gamemastering: Tournament Role-Playing" by Ken Rolston
    * "RQ/Glorantha Cult: Caladra and Aurelion" by Charles Huber
    * "Favorites of the Gods" by David F. Nalle
    * "A Modest Proposal for The Fantasy Trip" by David R. Dunham
    * "Man Bites Dog: Role-Playing in the Future" by Ken St. Andre
    * "Better D&D: Making Life Hard for Magic-Users" by Lewis Pulsipher
    * Reviews
      Universe (Simulations Publications, Inc.)
      Aftermath! (Fantasy Games Unlimited)
      SORAG (Paranoia Press)
      Sea Of Mystery (Flying Buffalo)
      Fiend Folio (TSR Hobbies)
      High Passage (High Passage)
    * "A Letter From Gigi" by Gigi D'Arn

Published by Chaosium, Inc.
48 pages.


Spell:

Mind's Eye


Level: Second
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V
Casting Time: 1 Segment
Saving Throw: Special

When this spell is cast the magic user causes the victim of the spell to experience an event that us pulled from the deepest recesses of their mind. The nature of the experience will vary based on the effect of their saving throw. This spell will only affect those with an intelligence of three or higher.

Those that fail the saving throw will become entranced by their greatest desire. They will imagine it coming true and will stand motionless stuck in the moment of the event. They will remain this way for the duration of the spell unless affected by some other fashion by the caster or their party in a hostile way.

Those that make their saving throw will suffer a jarring vision of their worst fear. The will only be stunned for one round though. They will also suffer 1 point of damage per point of intelligence they possess. They will become emboldened by this though. For the remainder of the duration all attacks and damage are done at a +2. Due to the berserker nature they are in those attacking them will be +4 to hit them due to their lack of concern over defending themselves.

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 16, 2011

Different Worlds #14, Freezing Mist

Different Worlds #14
Magazine of Adventure Role-Playing Games

September 1981

Cover price: $2.50

Cover: Tom Phillips

    * "Judges Guild and D&D: A Guide for the Discriminating GM" by Patrick Amory
    * "Character Personality Profile" by Mark Lukens
    * "Preview to the Second Edition of Adventures In Fantasy" by Richard L. Snider
    * "Painting Miniature Figures" by Robin Wood
    * "Taverns And Inns" by Lewis Pulsipher
    * "Familiars" by David F. Nalle
    * "Plausible Geography for Role-Playing Games" by George Hersh
    * "Come, Clash with the Titans" by Larry DiTillio
    * Reviews
      The Argon Gambit/Death Station (Game Designer's Workshop)
      Grimtooth's Traps (Flying Buffalo)
      Towns of the Outlands (Midkemia Press)
    * "A Letter From Gigi" by Gigi D'Arn


Spell:

Freezing Mist


Level: Third   
Range: 12"
Duration: 2 Rounds + 1 Round/level
Area of Effect: 10 Cubic Feet/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special

When this spell is cast the magic user causes an area of freezing mist to come into being. Those caught in the mist will suffer increasing effects the longer that they are caught in the area effect of the mist.

The mist will immediately fill the maximum possible space based on the dimensions allowed unless the caster specifically specifies a smaller space. The effect of the spell for the first round will be to obscure vision to under five feet for all in the effects well as halving any movement. Those who fail a saving throw will become disoriented the DM will need to determine what direction the characters end up facing if they attempt to move.

The second round will have the spell cause any icy coating to adhere to the ground and any other surface. This will cause those in the area of effect to make a saving throw each round in the effect. Those who fail will fall and need to spend the rest of the round regaining their feet. They will also need to make a save to determine if they can maintain their sense of direction.

The third and all subsequent rounds will require three saving throws for all in the area of effect. They will need to make the two previous saves. In this round they will begin to suffer damage if in the area of effect. They will suffer 1d4+1 points of damage due to the freezing mist. If any creature in the mist fails all three saving throws they will also drop any item they are holding.

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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