"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

Tuesday, November 15, 2011

Different Worlds #12, Force Ram





Different Worlds #12
Magazine of Adventure Role-Playing Games

July 1981

Cover price: $2.50

Cover: William Church

    * "What's in a name?: Meaningful Names for Characters" by Jane Woodward
    * "The Full Circle: A Preview to the Thieves' World Game" by Robert Lynn Asprin
    * "Berserkers" by Laurence J.P. Gillespie
    * "Zargonians: Add the Big Guys" by John T. Sapienza, Jr.
    * Reviews
      The Isle Of Dread (TSR)
      Plunder (Chaosium)
      Rune Masters (Chaosium)
      City Of Valla
      Dungeons & Dragons Basic Set (TSR)
      Dungeons & Dragons Expert Set (TSR)
      The Toughest Dungeon in the World (Judges Guild)
      Thieves' Guild (Gamelords)
      Thieves' Guild II (Gamelords)
      Thieves' Guild III (Gamelords)
      Slaves Pits of the Undercity (TSR)
      Sewers Of Oblivion (Flying Buffalo)
    * "The Sword of Hollywood" by Larry DiTillio
    * "Letter From Gigi: Gossip" by Gigi D'Arn


Spell:

Force Ram


Level: Fourth
Range: 6"
Duration: 1 Round/Level
Area of Effect: 1" Sq/Level
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special

When this spell is cast the magic user causes a wall of force to appear and fill the room of corridor up the the space equal to a 1" square per level. After the wall appears it will begin to move forward at a rate of 12" round.

The wall will move forward in a straight line until such time as it can not move forward any more. It will shrink to fit through spaces but will not alter course only moving along the corridor.

If anyone is caught in front of the wall and can not out run it they will be swept along with the wall. Should the wall pass an opening where those caught in the sweeping motion could jump into they can attempt to do so by making a saving throw versus paralyzation. If the wall encounters an obstacle it can not move forward past those caught by it will be trapped between the two until such time as the spell expires. For each round so trapped they will suffer 1d6 of 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.

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