PHANTASIE I and PHANTASIE II RULEBOOK
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
Pe/Uasdj Sm6|J Nv *3K11 'Smolxvianls Oloaxvhxs Aq'z
pe/uasdj sm6|j nv *3K11 'SMOlXViaNlS OlOaXVHXS Aq'z«6P<S ■ ' • a a c T : r - - 8 - - 81 - - zt - It - - - J91H1 SI - - II - 9S SI - - 6 - SS 2S - - yaiHoiJ - - - - - - - - - - - 8fr - VZ SS 9C 01 SC tl ts 6 ss 8 SI L 9S Sl7 9 OS s VJklOW - - - Z^ - \z - IS - 2S - 6V - s St LZ SC zz 9Z OS 9 17 81 Z 62 2 S2 I aaouva - - - - - - frt- - - - - _ 617 - - - QZ 6C LZ 17S LZ 61 92 OS 22 Z^ LI 62 IS OZ Z£ ^Z IS 8 L t S2 81 S S2 2 12 I isaiyj - - - - - - - - 9S - - - - - - - - - - - - - - - - IS 9V OS SS - - Ofr - 817 6C - 8S Sl7 tz ss ts VI 01 It 6 91 Zl 9C SI ss II 17C 8 S2 12 L 9 CI s oyvziM SI *f CI ZI II 01 6 8 L 9 c c c I laATi sseiD Xq si3A»i lusjaj^a ie 3iqe|{EAV S||9ds •(aApeiniunD) aAjpv = V '(aAijeinLunD ^ou) V/D 2 D k i i a k i i g 2 OS 3AlSSBd = r d l e q u j o a - u o w = k l " j e q u j o o = 3 V/D T D k i i a k i i g I 62 liAVOl -:j, 'uo3Buna=a 'ss3UJ3pi!/V\ =A\ V/D tssakNvaM t 82 '3J3qAv03A3 = a rapnput S3d>^ I|3dS . V/D S S S 3 k i y V 3 M S LZ V/D 2 S S 3 k I M V 3 A \ 2 92 AID A D v y n D D V A i y v d V 9S V/D I s s a k i M v a m I S2 A/0 ADVynDDV z SS V/D t k i o i s n j k i o D t t2 1/kl KioiiviyodSkivyx 2 ts V/D s k i o i s n x k i o D S S2 om/u uoiivmvAa yaiswow V 2S V/D 2 k i o i s n j k i o D 2 22 V/D USMVMV Z IS V/D I k i o i s n j k i o D I X2 A/O I v r w i k i 2 OS d/D t k i o i x D a x o y d t 02 V/D avaakin nadsia T 6t d/D s k i o i x D a x o y d S 6X A/O lVlkI3W313 kiowwns V 817 d/D 2 k i o i x D a x o y d 2 8X V/D aAiossia Z LV d/D I k i o i x D a x o y d X LI V/D yv3J 2 9V d/D 2 a w v n j M o y y v A x y v d t 91 -
Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales
University of Kentucky UKnowledge Folklore Anthropology 7-5-2002 Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales Jack Zipes Click here to let us know how access to this document benefits ou.y Thanks to the University of Kentucky Libraries and the University Press of Kentucky, this book is freely available to current faculty, students, and staff at the University of Kentucky. Find other University of Kentucky Books at uknowledge.uky.edu/upk. For more information, please contact UKnowledge at [email protected]. Recommended Citation Zipes, Jack, "Breaking the Magic Spell: Radical Theories of Folk and Fairy Tales" (2002). Folklore. 15. https://uknowledge.uky.edu/upk_folklore/15 Breaking the Magic Spell Publication of this volume was made possible in part by a grant from the National Endowment for the Humanities. Copyright O 1979 by Jack Zipes Published 2002 by The University Press of Kentucky Scholarly publisher for the Commonwealth, serving Bellarmine University, Berea College, Centre College of Kentucky, Eastern Kentucky University, The Filson Historical Society, Georgetown College, Kentucky Historical Society, Kentucky State University, Morehead State University, Murray State University, Northern Kentucky University, Transylvania University, University of Kentucky, University of Louisville, and Western Kentucky University. All rights reserved. - Editorial and Sales Ofices: The University Press of Kentucky 663 South Limestone Street, Lexington, Kentucky 40508-4008 www.kentuckypress.com Library of Congress Cataloging-in-Publication Data Zipes, Jack Breaking the magic spell. 1. Tales, European-History and criticism. 2. Literature and society. I. Title ISBN-10: 0-8131-9030-4 (paper) ISBN-13: 978-0-8131-9030-3 This book is printed on acid-free recycled paper meeting the requirements of the American National Standard for Permanence in Paper for Printed Library Materials. -
Computer Games Plus
\ Ordering Info: Visa, MasterCard or COD. No personal Checks No surcharge for credit cards. COD add $4.00. Ohio add 5.5% tax. No cash refunds· Return products for Credit or Replacement only. Shipping Info: Free shipping on Orders over $100, in the continental USA. APO & FPO actual freight.We ship UPS. International: Actual freight. megs - Mega STe 1- $659 wllh chips 2.$1\1- $1$7 4~f- 5229 Adspeed STE- $249 Z-Ram/2.5- 520 ST- $75 BI(DS i5'C(·6P(daJ • $995 Autoswitch Overscan· 5109 Priuter or Modem • $7 wllh chi". 2.91- $147 Blitz cable w/software - 546.95 Star NXI001 ·5155 2mrg.ISOBDIlAI\I Floppy • Z-Ram/Mega 11- 4Megs - $75 , wllh chips 2.91- $147 D.E.K.A. intert'ace- 595 Star NX·2420· $249 ST Book & FalCon- !!CALL!! • 1 Meg Chips $4.50 ea Drive Master - 532 ST/time (under rom clock) - $43 STe SIMMS Imeg each - $40 •..••. Simms - $40ea Drive cable 6 ft $13.95 Supercharger W/IMeg - $289 SM147 14"· $199 • ..• JRl Board (uses simms)- $99 DVf·VCR hd backup· $69.95 Synchro 11- $59 SC1224 - $200 ••.•.••.••.• Xtra RAM ST Deluxe- $79 .. ""nllnv., lID TEC (Tos extension card)· 5135 Haud Scanner Mlg .. ph· lEC Mega bus- 51SS SC1435 14" color - $349 ').' (uses simms) Hand Scanner GoI4e"I",,,e 5llS :" TOS 2.06 • $70 1.4Meg floppy kit· $139 .: (I@JuU"JOJilUij UP Des~et 500 printer· $469 , .... , Puwl!r (Cor WM enu~alon)' ICD Adscsi Plus - 593.77 .,. Trackball(Krall)' 559 "aster ~ ~'!!!J ICD Adscsi (no clock) - 583.77 : •••• • Trackball(cordless)· $88 • • Master 5S (5.25") - $199 Adscsi Micro (Mega's) - 5": Turbo 20· 5299 SCSI dual drive cabl~ - $10 .: . -
INSTRUCTION MANUAL PHANTASIE Be PHANTASIE Ill: the WRATH of NICKADEMUS
INSTRUCTION MANUAL PHANTASIE Be PHANTASIE Ill: THE WRATH OF NICKADEMUS Wizardware~-~~ Group, Inc. All Rights ReserVed: Copyright 1986, 1987, 1990 Strategic Simulations, Inc. All Rights Reserved PHANTASIE™ IBM Version: You should make a copy of your disk before beginning. STARTUP: Boot your system using DOS 2.1 or greater. If you do not already have the A prompt (A>), type "A:" and hit Enter.Place your game disk in the drive A, type "ph" and hit Enter. Features of the IBM version: Choices are made by highlighting the desired item and hitting Enter. Use the arrow keys to highlight. A menu can be exited by choosing the "exit" option or by hitting the Esc key. Messages which remain on the screen can be cleared by hitting any key. The sound may be turned off from the Options menu. When in town, if you choose the "Autosave" option, the game will be auto· matically saved each time you leave town. It will remain on until you toggle it off or you reboot. When in the bank, if you don't want to withdraw all of a character's money, use the Backspace key to erase the amount listed and then enter the amount you wish to withdraw using the keyboard. When outdoors or in a dungeon, the menu bar can be obtained by hitting the Enter key. Hitting the Esc key makes it disappear. The speed of combat can also be adjusted on these menus and will remain at the chosen speed until a new speed is set or you reboot. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
Phantasie III: Wrath of Nikademus by Charles Don Hall Several Major Changes Have Been Made in Normally, but Broken and Removed Ones the New Version
uestBusters TM The Adventurer's Journal June, 1987 VolIV,#6 Phantasie III: Wrath of Nikademus by Charles Don Hall several major changes have been made in normally, but broken and removed ones the new version. The most important cause various problems. A dwarf with a This is the climactic game in Winston one is the new combat system. Damage removed head, for example, is more or Douglas Wood's Phantasie trilogy. As is now done to specific areas of the body. less dead, and an elf with a broken right the series opened, the evil wizard Each character has six body parts (head, arm is unable to fight or cast spells. Nikademus launched a campaign to take torso, arms and legs) and a total number This will prove upsetting to people who over the world. Already he had conquered of hit points. Any body part can be OK, have seen "Monty Python and the Holy the islands of Gelnor and Ferronrah, and injured, broken, or gone; a stick-figure Grail" and think they should be able to had made much progress on the continent character showing the status of each body fight with all their arms and legs of Scandor. In Phantasie I you part for all characters is always onscreen. removed. ("Come back, coward! I'll bite controlled a party of six adventurers who When a character is hit, he loses hit your kneecaps off!'') freed Gelnor from Nikademus' evil points; there's also a chance that part of Monsters are also susceptible to body lieutenant, the nameless Dark Lord. -
Dragon Magazine #124
CONTENTS Magazine Issue #124 Vol. XII, No. 3 August 1987 SPECIAL ATTRACTIONS 17 AERIAL ADVENTURING: Publisher Give wings to your imagination. Mike Cook 18 Sailors on the Sea of Air Ed Greenwood The flying ships of the Forgotten Realms. Editor 22 On a Wing and a Prayer L. Gregory Smith Roger E. Moore The art and science and joy of gliders. Assistant editor Fiction editor 26 Flying the Friendly(?) Skies Thomas M. Kane ® Robin Jenkins Patrick L. Price The sky is the only limit with aerial adventures in the AD&D game. 34 The Wings of Eagles J.F. Keeping Editorial assistants Aarakocra as player characters in AD&D game campaigns. Eileen Lucas Barbara G. Young 37 Kocraa God of the Aarakocra Christopher Jones Georgia Moore A brief word about the lord of the bird-folk. The AD&D Game Second Edition Questionnaire Art director Dont miss this chance to tell us what you want! Roger Raupp OTHER FEATURES Production Staff Marilyn Favaro Gloria Habriga 8 Role-Playing Reviews Ken Rolston Game reviews are back and first in line is WARHAMMER FANTASY ROLEPLAY. Subscriptions Advertising 4 0 Kicks and Sticks Joseph R. Ravitts Pat Schulz Mary Parkinson Filipino martial arts at its best: escrima. 44 New Front-End Alignments Rich Stump Creative editors If youve ever gamed with a Neutral Montyhaul, youll love this article. Ed Greenwood Jeff Grubb 50 Arcane Lore Rich Balwin The secret spells of Odeen the Arch-Mage. Contributing artists 5 4 Packing It All Away Ian Chapman Teanna Byerts Richard Cameron Backpacks: Dont leave for the wilderness without one. -
Infocom's New Graphics Will Blow You out of the Water
Erasmus at sea: Bridge of the Erasmus The gale tears at you, biting deep within, and you know that if you don't make landfall soon you'll all be dead. You are John Blackthorne, Pilot-Najor of a dead fleet: one ship left out of five, eight and twenty men out of one hundred and seven, and only ten of those can walk. No food, almost no water, and that brackish and foul. idge of the Erasmus This is the bridge of the Erasmus, a Dutch merchant and privateer. The unlashed wheel is directly forward of you, a sea chair is lashed to the deck aft of the wheel, and the ship's bell is hanging here. Spray blows past in an angry torrent. The wheel dominates the quarterdeck It is turned straight and free to turn now. The ship heels in a sudden squall, throwing you from your- post at the wheel, which, uncontrolled, begins to turn to port. >STRAIGHTEN THE WHEEL INFOCOM'S NEW GRAPHICS WILL BLOW YOU OUT OF THE WATER... , ZORK ZERO The game that started it all has a new beginning! Zork Zero is the interactive fiction prequel to the Zork Trilogy, the best-selling entertainment software product of all time. In Zork Zero, a curious jester offers you puzzles, paradoxes and plenty of fun as you seek out objects ranging from the curious to the sublime. • One million satisfied game players can't be wrong! Discover the origins of the Great Underground Empire in this new and exciting chapter of Zork. • Zork Zero integrates graphics into the game play with visual puzzles, illustrated maps and a Zorkian encyclopedia. -
Dragon Magazine #130
CONTENTS Magazine Issue #130 Vol. XII, No. 9 SPECIAL ATTRACTION February 1988 7 The Arcane Arts: Without Merlin, where would Arthur have been? 8 Get the Most From Your Magic John N. Kean Dweomers are forever: long-duration spells for maximum effect. 16 Arcane Lore Len Carpenter Publisher From to Western campaigns: new spells for the casting. Mike Cook Oriental Adventures 22 Hold On to Your Illusions! Brian Tillotson Editor Can a 6th-level illusionist create an army of 20th-level paladins? Well, almost. Roger E. Moore 28 The Faces of Magic John N. Kean Assistant editor Fiction editor Sometimes a wizard should look like anything but. Robin Jenkins Patrick L. Price 34 Better Living Through Alchemy Tom Armstrong Alchemists and their magical trade, from potions to poisons. Editorial assistants Eileen Lucas Barbara G. Young OTHER FEATURES Debbie Poutsch Georgia Moore 42 Shark-killer fiction by Carol Severance Art director Having abandoned her god, a warrior faces her worst enemy alone. Roger Raupp 50 The Game Wizards Jon Pickens Production Staff Where the magic goes: more on the second-edition AD&D® game. Marilyn Favaro Lori Svikel 54 The Dragons Bestiary John M. Maxstadt A mutant plant that only a GAMMA WORLD® game GM could love. Subscriptions Advertising Pat Schulz Sheila Meehan 56 Miniatures in Wonderland Robert Bigelow Role-play 100,000 dwarves at once, at the 1988 GEN CON®/ORIGINS Games Fair! Creative editors Ed Greenwood Jeff Grubb 58 Keeping a Good Watch Ryan Grindstaff Who watches the watch men? Try these TOP SECRET® game timepieces. 62 Dungeon Etiquette Jody Lynn Nye The paladins on Tatooine and the wizards in Dreamland whats a DM to do? 64 The Oriental Sea Margaret Foy Maritime might comes to Oriental Adventures. -
Dragon Magazine #129
CONTENTS Issue #129 Vol. XII, No. 8 January 1988 SPECIAL ATTRACTION 7 Demi-humans: Pointed ears arent the only things that make them different. 8 Arcane Lore Len Carpenter Magic that serves the people: new dwarven clerical spells. 2 0 Children of the Spider Goddess Eric Oppen Publisher The long-awaited point of view of the darkest elves. Mike Cook 24 Give Demi-humans an Even Break! John R. Prager If elves are so smart, why cant they roll more dice for intelligence? Now they can. Editor Roger E. Moore 2 6 Dont Sell Them Short! Peter Dosik The guardians are looking for a few good halflings. Assistant editor Fiction editor 3 0 Entering the Driders Web C.E. Misso Robin Jenkins Patrick L. Price Drow who fail Lolths big test get no chance to make up the exam. Editorial assistants OTHER FEATURES Eileen Lucas Barbara G. Young 32 The Role of Computers Hartley, Patricia, and Kirk Lesser Debbie Poutsch Georgia Moore Ship-to-ship combat and the Tower of Myraglen await you. Art director 4 6 A Sorcerer's Supplement Michael DeWolfe Roger Raupp A bridge to the Moon? A cow thats a werewolf? All-new RUNEQUEST® game spells. Dean Shomshak Production staff 54 The Dragons Bestiary Colder than ice and less forgiving: Ice para-elementals. Marilyn Favaro Lori Svikel 57 The Game Wizards James M. Ward Subscriptions Advertising The world in a book the WORLD OF GREYHAWK setting, that is. Pat Schulz Mary Parkinson 58 The Old Ways Are Best fiction by Larry Walker Creative editors Two heads are better than one, but not by much! Ed Greenwood Jeff Grubb 66 Whos in charge here?" Bryan Caplan How many high-level gnomes will a gnome city have? As many as it can get. -
Dragon Magazine #114
D RAGON Magazine SPECIAL ATTRACTION 8 The Witch Bill Muhlhausen Vol. XI, No. 5 From out of the past, a scary NPC updated and redesigned October 1986 Publisher OTHER FEATURES Mike Cook 22 Grave encounters — Nick Kopsinis and Patrick Goshtigian Creatures youll find in cemeteries and crypts Editor-in-Chief Kim Mohan 26 The elven cavalier — Chris Booth The special outlook of a special character Editorial staff Patrick Lucien Price 32 Many kinds of money — Davod S. Baker Roger Moore One mans cash is another mans trash Robin Jenkins 36 The ecology of the remorhaz — Kurt Martin and Ed Greenwood Editorial assistance If you cant stand the heat, get off its back Eileen Lucas Georgia Moore 4 0 Combined generation Robert Kelk All the character-creation information in one place Art, graphics, production Roger Raupp 4 4 Class struggles — Mark Kraatz Kim Lindau Another viewpoint of between-levels training Advertising 50 Its a hit but where? Alex Curylo Mary Parkinson How to battle monsters with varying armor classes Subscriptions 5 2 A Recipe for Espionage — Russell Droullard Pat Schulz Unleash your TOP SECRET® game creativity This issue’s contributing artists 62 Guilty as Charged — Thomas M. Kane David Martin The legal process in the TOP SECRET game Roger Raupp Marvel Bullpen 64 The Marvel®-Phile — Jeff Grubb Duane Loose Off to the moon with the Inhumans Larry Elmore David Trampier 72 The role of computers — Hartley and Pattie Lesser Richard Tomasic A long look at a long game Denton Elliott — Wizard’s Crown Joseph Pillsbury 78 Running Guns Margaret Weis and Kevin Stein Lawrence Raimonda Ground forces support vehicles for the BATTLETECH® game 84 High-tech hijinks — Randal S. -
Nox Archaist Man Vs
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #4 • MAY 2018 MAY 2018 • ISSUE #4 RPGS REVIEW A Selected History of RPGs Boss Fight Books 06 BY TODD FRIEDMAN 29 BY OLD SCHOOL GAMER RPGS NEWS Role Playing Games Convention Update 08 BY JASON RUSSELL 30 BY OLD SCHOOL GAMER RPGs VIDEO GAME MOVIE REVIEW Nox Archaist Man vs. Snake 10 BY BILL LANGE 36 BY BRAD FEINGOLD RPGs FEATURE Just For Qix: Cadash 45 Years of Arcade Gaming: The 1990s 12 BY MICHAEL THOMASSON 38 BY ADAM PRATT NEWS THE GAME SCHOLAR 2018 Old School Event Calendar Keyboard Creations 14 BY OLD SCHOOL GAMER 44 BY LEONARD HERMAN RPGs PUREGAMING.ORG INFO Wizardry Talk Sega 32x and Sega CD 15 BY KEVIN BUTLER 47 BY PUREGAMING.ORG RPGs Evolution of Role-Playing Games 17 In Japan BY ANTOINE CLERC-RENAUD RPGs Lord British Meetup 19 BY BILL LANGE RPGs Publisher Business Manager Issue Writers Ryan Burger Aaron Burger Todd Friedman, Jason Brett’s Old School Bargain Bin Russell, Bill Lange, 20 Dungeons and Dragons Editor Design Director Michael Thomasson, BY BRETT WEISS Brian Szarek Jacy Leopold Antoine Clerc-Renaud, Brett Weiss, Walter Day, THE WALTER DAY REPORT Editorial Board Design Assistant Jonathan Polan, Todd Dan Loosen Marc Burger Friedman, Brad Feingold, G.O.A.T.’s of the 21st Century Doc Mack Adam Pratt, Leonard 22 BY WALTER DAY Billy Mitchell Art Director Herman Walter Day Thor Thorvaldson INTERVIEW/PEOPLE A Few Minutes with Buck Stein BY OLD SCHOOL GAMER HOW TO REACH OLD SCHOOL GAMER: Postmaster – Send address changes to: 24 OSG • 222 SE Main St • Grimes IA 50111 515-986-3344 Postage paid at Grimes, IA and other mailing locations.