"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

Sunday, November 13, 2011

Different Worlds #10, Danger Sense

Different Worlds #10
Magazine of Adventure Role-Playing Games

Oct/Nov 1980

Cover price: $2.50

Cover: Rick Becker

    * "Better Gamemastering: You Gotta Be Fiendish" by Larry DiTillio
    * "Traveller Variant: Traveller Mutations" by Iain Delaney
    * "Beginning Scenario: Dungeon of Pelius Mright - An Adventure for Novices" by Ken Rolston
    * "Miniatures: Fantasy Gaming and Scale" by John McEwan
    * "Analysis: The Usefulness of FRP Games" by Steven Horst
    * "RQ Variant: Another look at RuneQuest movement" by Morgan O. Woodward III
    * "Gems & Gaming - Part One: Gem Types & Values" by Kathryn E. Shapero
    * "Role-Playing Style: Aspects of Adventure Gaming" by Glenn F. Blacow
    * "Scenario Review: Dimension Six' The Temple To Athena" by Anders Swenson
    * "Letter From Gigi: Gossip" by Gigi D'Arn


Spell:

Danger Sense


Level: Second
Range: Touch
Duration: Special
Area of Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user imbues the target with a extra sensory ability to detect danger. The spell is not infallible though it allows the recipient a dramatically enhanced ability to detect danger.

If the recipient of the spell would be affected by something that they have no way of knowing about then they will be entitled to a saving throw versus death magic at +4. If the saving throw is made then they become aware of the problem before they trigger the event. If the save fails and the target is entitled to a normal save they will get a +4 to that as well.

The spell will allow one positive detection per level of the caster. Failed detections will not cancel the spell nor will they count against the number of detections. The spell will not let the target know if a room has a monster in it but that there is danger in the room which allows them a +2 to surprise rolls.

The material component of this spell will be a small live insect that would normally seem to know when something bad is about to happen such as a spider or a fly. The insect must be eaten live by the target 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.

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