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campus newpaper Write an article for the campus newpaper that briefly discusses the history of D&D and why it matters today. You might consider using it as a way to combat the types of steroetypes and moral panic around video games. dungeons & dragons Single Volume Edition By Gary Gygax & Dave Arneson Dedicated to all the fantasy wargamers who have enthusiastically played and ex - panded upon the CHAINMAIL Fantasy Rules, with thanks and gratitude. Here is something better! Special thanks to the Midwest Military Simulation Association, the Lake Geneva Tactical Studies Association, Rob Kuntz and Tom Keogh (in memoriam). Compiled by Greyharp Edited by Il Male™ Illustrations by Frank Frazetta © 1974 ? TACTICAL STUDY RULES Magic-User Spell List First Level Spells Second Level Spells Third Level Spells 1 Charm Person Continual Light Clairaudience 2 Detect Magic Detect Evil Clairvoyance 3 Hold Portal Detect Invisible Dispel Magic 4 Light ESP Fire Ball 5 Protection from Evil Invisibility Fly 6 Read Languages Knock Haste Spell 7 Read Magic Levitate Hold Person 8 Sleep Locate Object Infravision 9 Phantasmal Forces Invisibility, 10’ Radius 10 Wizard Lock Lightning Bolt 11 Protection from Evil, 10’ Radius 12 Protection from Normal Missiles 13 Slow Spell 14 Water Breathing Fourth Level Spells Fifth Level Spells Sixth Level Spells 1 Charm Monster Animate Dead Anti-Magic Shell 2 Confusion Cloudkill Control Weather 3 Dimension Door Conjure Elemental Death Spell 4 Growth of Plants Contact Higher Plane Disintegrate 5 Hallucinatory Terrain Feeblemind Geas 6 Massmorph Growth of Animals Invisible Stalker 7 Polymorph Others Hold Monster Lower Water 8 Polymorph Self Magic Jar Move Earth 9 Remove Curse Pass-Wall Part Water 10 Wall of Fire Telekinesis Projected Image 11 Wall of Ice Teleport Reincarnation 12 Wizard Eye Transmute Rock to Mud Stone to Flesh 13 Wall of Iron 14 Wall of Stone Cleric Spell List Fourth Level Spells Fifth Level Spells Sixth Level Spells 1 Cure Light Wounds* Bless* Continual Light* 2 Detect Evil* Find Traps Cure Disease* 3 Detect Magic Hold Person Locate Object 4 Light Speak with Animals Remove Cures 5 Protection from Evil* 6 Purify Food & Water* Fourth Level Spells Fifth Level Spells 1 Create Water Commune 2 Cure Serious Wounds* Create Food 3 Neutralize Poison Dispel Evil* 4 Protection from Evil, 10’ Radius* Insect Plague 5 Speak with Plants Quest 6 Turn Sticks to Snakes Raise Dead* 14 Spell Explanations Animate Dead Type: Magic-User 5 Duration: see below Range: see below The creation of animated Skeletons or Zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8 th the Magic-User is, thus a "Sorcerer" gets one die or from 1-6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. Anti-Magic Shell Type: Magic-User 6 Duration: 12 turns Range: caster A field which surrounds the Magic-User and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic- User who conjured it. Bless (reversible) Type: Cleric 2 Duration: 6 turns Range: see below During any turn the prospective recipients of a Bless spell are not in combat the Cleric may give them this benison. A blessing raises morale by +1 and also adds +1 to attack dice. Charm Person Type: Magic-User 1 Duration: see below Range: 12" This spell applies to all two-legged, generally mam - malian figures near to or less than man-size, excluding all monsters in the "Undead" class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hob - goblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the "charm" is dispelled (Dispel Magic). Charm Monster Type: Magic-User 4 Duration: see below Range: 12" The counterpart of a Charm Person spell which is em - ployable against all creatures. If animals or creatures with three or fewer Hit Dice are involved determine how many are affected by the spell by rolling three six- sided dice. It is otherwise identical to the Charm Per - son spell. Clairaudience Type: Magic-User 3 Duration: 12 turns Range: 6" A spell which allows the user to hear whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration. This is one of the few spells which can be cast through a Crystal Ball. Clairvoyance Type: Magic-User 3 Duration: 12 turns Range: 6" Same as Clairaudience spell except the spell user can visualize rather than hear. Cloudkill Type: Magic-User 5 Duration: 6 turns Range: see below This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five Hit Dice. Movement: 6"/turn according to wind direction, or directly away from the spell caster if there is no wind. Dimensions: 3" diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level. Commune Type: Cleric 5 Duration: referee’s option Range: caster A spell which puts the Cleric in touch with the powers "above" and asks for help in the form of answers to three questions. Communing is allowed but once each week) maximum; referee's option as to making less frequent). Veracity and knowledge should be near to - 15